Is It About My Cube?

Posted on Apr 24th 2011 at 09:57:47 PM by (lisalover1)
Posted under Gamecube, Nintendo, Simulation, GBA, Multiplayer

[img width=420 height=588]http://4.bp.blogspot.com/_NfJ8kj6otFs/TInU0GWQ1CI/AAAAAAAAADA/FE4EO6LiMXk/s1600/AnimalCrossingCover.jpg[/img]

[Note: This post was originally written in late November, hence the mentions to Thanksgiving.]

Happy Thanksgiving to everyone in America [and a belated Happy Thanksgiving to Canada]! You're probably going to be with family a lot over the holidays, so I'm going to review a classic Gamecube game that you can show everyone. Every now and then, we need a break from all the action that most games give us. We need a break from the high-octane power fantasies that are most prevalent in gaming today, and simply try something more soothing. We just need something to calm our nerves. I heard someone say once [although I don't quite remember who] that Animal Crossing is not just relaxing; it's practically healing, which is why it is good that games like it exist. Animal Crossing fills a much-needed gap in the gaming world, and it is appreciated for that. So, what exactly makes Animal Crossing not just a good game, but a necessary game?

Gameplay

Animal Crossing is a Life Simulator, in the same vein as titles like Harvest Moon or The Sims. You go about the game day-to-day, talking with neighbors, collecting items/furniture, making money, decorating your house, etc. There's always something to do, so you're sure not to get bored for some time. The game was first advertised as "the game that keeps playing, even when you're not", and it really lives up to that idea. Everything in the game happens in real-time, so when the sun rises/sets in real life, it will probably also do so in the game. Certain activities are only available at certain times on certain days, while many very rare events happen randomly, in which case, you just have to keep looking for them every day. Holidays in Animal Crossing generally involve some sort of festival in which every member of the community participates. It's actually quite fun to play on these days; some of the outcomes of festivals may even get you a really rare item. And therein lies the core of the gameplay; item collection. Your ultimate "goal" in Animal Crossing is to pay off your debts, expand your house, and decorate it. There are other goals to accomplish, such as completing every entry in the town museum, but as I said, the main goal is to make your house awesome. There are hundreds of different items and pieces of furniture to collect, and you can make your house look like whatever your imagination and pocketbook will allow. You can even collect miniature NES systems that include certain games, which is a really nice touch. Some items can only be obtained through extensively complicated and difficult means [more than one has you participate in an event on the Animal Crossing website!], but usually these items are really interesting and fun. As with all Life Sim games, Animal Crossing is extremely addictive, meaning you can easily log months of game time in, seeing everything the game has to offer. Also, when you're done in your town, you can visit a friend's town, too. All you need is their memory card, and you can visit, meet your friend's neighbors, check what is available in their shop, etc. These things add infinite replay value to the game [if you could call it replay value; the game never really ends]. Animal Crossing also features a certain level of multiplayer; up to 4 players can live in the same town, so if you'll forgive the horrendously-overused cliche, it really is a game for the whole family. I do wish Nintendo would have incorporated direct online features into the game. The Gamecube needed to prove its worth in this area very badly during its life, and it was never utilized very well. A feature where you could download new holidays, events, items, or neighbors would have been a great feature, and would have given the game even more play time, and always give you something new to do. The sequel, Animal Crossing: Wild World for the DS had online functionality, but only to visit other player's towns in multiplayer. This was still a great idea, but I just wish it, along with the DLC, would have been with the series from the start. It would be the final piece in the puzzle of a truly living, breathing world in your 'Cube.

Gameplay: 9/10

[img width=640 height=489]http://i1-news.softpedia-static.com/images/extra/large/animalcrossgc_004-large.jpg[/img]

Story

In Animal Crossing, you play as [insert name here], a new citizen in the quiet town of [insert name here]. As you progress though the game, you meet new neighbors, such as [various] or the ever-cheerful [to be determined]. Okay, enough with that joke. As you can see, a lot of the game's story is either nonexistent, random, or player-determined. The only things that remain predetermined are certain NPCs that stay in town regardless of what events happen, like the extortionist asshole shopkeeper, Tom Nook [to whom you must pay back your SUBSTANTIAL house debt], the incredibly lazy museum curator, Blathers, and the absolute bane of my existence, Resetti, an unbelievably long-winded mole that shows up every single time you neglect to save your game, and whose lectures get exponentially longer and more irritating each time you do so. Your normal neighbors are much more manageable, and are actually nice to you. There's really not much else to say about the story in the game; there is none. This doesn't mean that the Life Sim genre is universally devoid of story, though. Certain games in the Harvest Moon series have completely demolished this barrier. Once again, a game like this doesn't need a story, because the gameplay is more than enough. I'm starting to sound like a broken record, aren't I?

Story: 8/10

[img width=700 height=560]http://franchisemedia.ign.com/images/02/75/27580_RESETTI.jpg[/img]

Sound

I'm going to be honest; I din't like the music in Animal Crossing. It came across as bland, repetitive, and even irritating at times. The sequel's music was actually much better, and conveyed a more soothing, pleasant tone. I don't know what happened with the Gamecube version, though. The whole thing just feels wrong. It feels like Nintendo wanted to create an almost comical effect with the audio, but it really falls flat for such a slow-paced game. The one good thing I will say is that each tune seems to fit the situation well; they are just for the most part not very good songs. There a few nice ones in there, like the rainy day song, which I posted here, but overall, it's just not very good. As I said, the music in Wild World is leaps and bounds better, so don't get too discouraged. Nintendo should have gone back and taken another look on what this series is really about to make good music for it. As it stands, the music is mostly tolerable, but certainly not great.

Audio: 5/10



Graphics

Animal Crossing actually originally debuted on the Nintendo 64 in Japan, where it was called Doubutsu no Mori, translated into Animal Forest. There were several differences between Forest and Crossing, but the core game remained the same. The good news was that Animal Forest was a really great-looking N64 game, which translated into a good-looking Gamecube game. Also, the updated Gamecube version supports 480p, a higher resolution than the N64 version offered. But realism isn't everything. Far from it; the best thing about the game's graphics is its charming art style. Everything in the game is presented in a cartoony fashion, with basic, pastel textures and definite angles, which are all very easy on the eyes. While the game failed in finding suitable audio, it greatly succeeds in a suitable art style. Some of the objects in the game, particularly background objects, are in 2D, which help even more with the game's aesthetic. While the game's graphics won't blow you away, they certainly fit the gameplay like a glove.

Graphics: 7.5/10

[img width=566 height=462]http://fotos.trucoteca.com/fotos/4521/animal-crossing-50.jpg[/img]

Extras/Value

I mentioned before that there are a bunch of neat easter eggs in Animal Crossing, like the collectible NES games, for example. There is a bunch of hidden furniture to collect, which gives you a real sense of accomplishment when you collect a whole set. There is also an island that you can visit off the coast of your town, which can only be accessed on a Game Boy Advance via a Gamecube-to-GBA Link Cable. It's a nice little bonus feature, and there are some special items that can only be obtained on the island, so if you want to get something really rare, you might have to hook up your GBA. There's another function that the GBA has in the game, though. You can use the E-Reader device for the system, and scan cards on it to unlock even more things in the game. While the E-Reader may have been a commercial flop, it is still a cool idea, and demonstrates Nintendo's resourcefulness. There is so much to unlock in this game that I don't think anyone has ever legitimately unlocked everything. Even if it has been done, it might take a couple years of play. You're really going to get your money's worth with Animal Crossing. Speaking of which, the game is currently $10 at Gamestop; not too shabby.

Extras/Value: 9/10

[img width=600 height=441]http://a881.ac-images.myspacecdn.com/images01/34/l_0b4579a1988feb4b7f595c100e9434d8.jpg[/img]



Overall

Animal Crossing is not meant to be a game that is played constantly [although many people do so]; it is meant to be played in short bursts, and is designed around that style. It is a game that you can put countless cumulative hours into, perfecting and completing everything over time. Nintendo really made a good move in localizing this oddball title, because it is really something unique and fun. Of course, it has now become a lucrative series, but it was a bit of a risk back when it was first released. I can now honestly say that this is one of the 'Cube's best time-wasters, and is a joy to play. If you haven't tried Animal Crossing before, you should probably try Wild World first, but the Gamecube version holds up well, too.





Overall: 7.5/10

[img width=484 height=364]http://img839.imageshack.us/img839/3254/animalcrossingloveyourp.gif[/img]

This is Lisalover1, and I know you cried a little at that last image. Smiley



Posted on Apr 24th 2011 at 05:26:45 PM by (lisalover1)
Posted under Gamecube, Simulation, Atlus, Weird, Review

[img width=640 height=908]http://multiplayerblog.mtv.com/wp-content/uploads/2008/06/533283_front.jpg[/img]

It seems that there are games for every system that everyone knows about and are simply essential games for owning that system. they are regarded by most as the best games for the system. Then there are games that no one has heard about, but can still be very enjoyable. Cubivore is the epitome of a hidden gem. It is made by Atlus, a company well-known for taking risks, much to the joy of their fans. Cubivore is a game you don't see everyday; it came way out of left field, and is a welcome surprise to Gamecube owners. So, what exactly is Cubivore, and why should you care?


Gameplay

In Cubivore, you control a small pig-like cube-shaped animal, which must eat food other animals to survive. It is a very weird gameplay style, but it works well. You have a health meter that is replenished by eating other animals, which adds a sense of tension to stay alive while playing. When you eat other animals, your animal mutates, usually resulting in the repositioning of the square "limbs" on its body. In later levels, it gives your animal certain statistical bonuses as well. You can eat different combinations of animals to fine-tune what characteristics and abilities you would like to have, which gives the game a good amount of depth when you want to get the most out of the game's gameplay system. At the start of some levels, if you defeated and ate the right material from the previous level's boss, your animal has the option to mate, and create offspring that is stronger, faster, and has an extra limb. The child's statistics are based off your decisions and eating habits of the previous level, and also affects what kind of offspring he can have as well. It is a very deep and fun-to-use system if you get the hang of it. You have to actually plan out your method of progression for some levels in order to survive. You can get through the first few levels pretty easily, but some of the later ones can give you a bit of a challenge to figure out the best plan of attack. All I can say is that Cubivore has one of the more unique and interesting set of gameplay concepts that I have seen. It is a real treat for those who want something out of the ordinary.

Gameplay: 8.5/10

[img width=620 height=402]http://bulk.destructoid.com/ul/user/3/34641-128431-cubivore2jpg-620x.jpg[/img]

Story

"I want to be alive. That was the first thought I ever had." This is the opening line in Cubivore, said by the main character, right after he is born. He is a small creature called a Piggy, that, in his initial state, looks more like a tadpole. You can become other species eventually through the course of the game via breeding, but this is always what you start out as. The story of the game is about a horde of animals called the "Colorless", which devour the wilderness of the land, and take away its color. They are lead by a large, fearsome colorless beast, called the Killer Cubivore, which is the strongest animal in the land, and the ultimate villain of the game. Similar to what I said in the Billy Hatcher review, there's not much to Cubivore's story, because the gameplay takes center stage. The sole driving force behind the main character's actions are survival instinct, which gives the player a mindset as such; ignoring all other impulses, and doing everything to stay alive. It's very interesting to see a game do this, as I haven't seen it done very well before. There is barely any story beyond the first cutscenes, so the player is mostly left to himself, which gives the player time to think about his surroundings, and fill in the blanks of what little story there is by themselves. It is a good use of isolation in a game, which leads me to think that Atlus put a bit more work into this aspect of the game that may be immediately apparent.

Story: 7.5/10

[img width=700 height=560]http://img.gamespot.com/gamespot/images/2002/gamecube/cubivore/c_screen002.jpg[/img]

Sound

The soundtrack of Cubivore is surprisingly calm and relaxing. Most of the tracks are serene and soothing, which is in stark contrast to the weird vibe the game gives off [or maybe not, depending on how you look at it]. Despite this odd design choice, I liked the music in Cubivore. It isn't anything special, but it gets the job done. The sound effects are not much to write home about either. Overall, there's not much to the audio in this game, and I've run out of things to say about it. Sorry.

Sound: 6.5/10



Graphics

Not many people know this, but Cubivore, along with quite a few other Gamecube games, was originally an N64 game during development. The game was initially designed for the Nintendo 64 Disk Drive, which failed due to a very late release, and few games. Thus, Cubivore was bumped up to be released on the Gamecube. While the game definitely looks better in its finished form than what was shown in early screenshots of the N64 version, it's not by much. The game, while sporting a very unique and interesting art style, doesn't do all it can do to make it stand out. I would have loved to have seen more varied landscapes, with better and more creative use of the 3D-cubist art style. Instead, most of the game takes place on bland, plain wetlands. It's nice for the first couple levels, but gets boring fast. I really think that Atlus could have made the graphics in Cubivore something astonishing and eye-popping, but it almost feels like they quit the idea halfway through. I think a Cubivore sequel that fixes these problems would be a far better game. As it stands, Cubivore's graphics just feel like a good idea that wasn't executed right. Oh, well. At least the game supports 480p; a noticeable change from the N64 version.

Graphics: 6.5/10

[img width=640 height=480]http://cubemedia.ign.com/media/space2k1/db5_640w.jpg[/img]

Extras/Value

There's really not much else to Cubivore beyond the single-player campaign. There is no multiplayer mode, no minigames, or any other real extras to speak of. This is a real shame; a 4-player cubivore battle would have been cool. You could spend the first half of the match evolving your Cubivore how you like it, then the fighting taakes place in the second half, similar to the City Battles in Kirby Air Ride. I would have loved something like that, and it would make good use of the gameplay. Unfortunately, no such mode exists. Once again, a Cubivore sequel with this feature would rock. The game is currently priced at $13.00 at Gamestop. Not a fantastic deal, but not prohibitively expensive for a used Gamecube game. If you're interested, go buy it. I haven't seen this game around very much at all, so it might end up being one of the rarer games for the Gamecube. If you are a collector, you should keep an eye on this one.

Extras/Value: 5/10

[img width=406 height=410]http://www.chrunck.com/stuff/cubivoretoy3.jpg[/img]

Overall

Don't go into Cubivore expecting an action game that will knock your socks off, and that you will keep coming back to again and again. I admit it is a bit sub-par when compared to other hidden gem games, but it is still a fun and cool experience. I recommend Cubivore to anyone who wants something very different and out of the ordinary, and who is tired with other action games that all look the same. Cubivore isn't so much an Action RPG as it is a really advanced and brutal Tamagochi game. If that sounds interesting to you, then by all means, go and buy Cubivore. If not, you might want to see if you can still find it for rental; you'll still get a kick out of it.




Overall: 7/10


This is Lisalover1, promising to review something better next time.


                                                                                                                                                                                                                                               
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