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Just a guy who enjoys Video Games, TV and Movie animation, story writing/telling, and other similar things. I own a PC, PS2 and PS3, PSP, 3DS, Wii, and I enjoy them all. My RPG Maker XP project is on indefinite hold due to lack of graphic/sound skills to make original material for the program.

Oh boy, I can already tell this blog’s comments section could get ugly.  It seems like mentioning this game just about anywhere causes drama, flame wars, insults and who knows what other dickery from any possible side of just about every viewpoint possible.  This piece should be seen as my own personal viewpoint on this game and the company behind it, as it is for me to talk about my time having known about Starbound and Chucklefish.  I would like to note now that this is my personal opinion, and I could get some facts wrong.  Many of the events that have transpired during this game’s development have made some people see things differently than others, or me and in this situation; it literally is the case of personal thought on the matters.  As such, my feelings below and the terminology I use are mine alone on this topic.  So without further ado, let’s get started with a simple question for those not in the know…

 Also one extra note, sorry for the lack of pictures, this blog I feel, while long, doesn't lend itself well to having a bunch of screenshots I'd haveto go take.


Who the heck are Chucklefish?

Chucklefish are British independent game developer and publisher consisting of approximately 11 members.  Currently they have two games in development, their first, Starbound, and a second project currently in early development, being made by four of the team members called Wayward Tide.  Chucklefish is also a publisher for independent games such as Risk of Rain, Wanderlust, or (my personally most anticipated indie game CF is publishing) Stardew Valley.  With this information in mind, it is time to begin looking into my history with the main show for Chucklefish, Starbound.


I will admit right here and now that I never really clicked with Terraria.  Sure some of the weapons were neat to fling around and the soundtrack was cute but something about it, that I can’t put my finger on always held me back from just totally enjoying myself.  Maybe it was something with how the combat felt, or how you had to mine one tiny….tiny block at a time, or had to make a separate wall piece for the back of your structures.  I don’t know but while the game was fun, it just never clicked like Minecraft did. 


What is my history with the development of Starbound?

It was mid-2012 when I first heard of Starbound, though for the life of me I don’t remember where.  I want to say it was from Destructoid, but I honestly don’t remember.  What I do remember is eventually finding my way to the site, and the lighting demo, and that piqued my interest.  As the weeks came and went, and more details emerged, I began to get excited for the project.  After all it looked similar to Terraria (With the project lead, Tiy, being one of the artists on the original Terraria) in many ways, except it also felt different from it, even when looking at the videos.  The sprites were larger, it felt more carefully animated than Terraria (seriously, whenever I walk in that game I feel like I have three legs from how the sprite is animated) and it was set in space.

Space games and I go together you see, I have loved the idea of exploring space and different planets in video games for a long time, sadly Privateer was before my time and patience to play it had come, so I missed out on that classic.  My first true love of the open space game would probably be Freelancer, my word that game is awesome. Evochron Mercenary would follow.   Being an almost entirely solo effort indie game featuring a fully open galaxy for you to do whatever in (really, you can travel from one end of the game’s space area to the other on conventional drives alone with no loading times, though that would take a really, REALLY long time).  The game was also the first time I experienced being able to freely fly down to a planet and explore the surface without needing to load a new map, but I’m getting off track here.

Anyway, Starbound had the exploration/survival thing in space, which helped the idea click in my head and make me wait anxiously for pre-orders to come up.  In April 2013, they did as a crowd funding, Kickstarter like style, which also doubled as your pre-order for the finished title.  On the 17th, I placed my own order in, and then the waiting game began, would we get to play the early beta that summer?  Oh, it would be awesome.  That awesome however did not happen, at least not in summer.  Turned out Chucklefish had bitten off more than they could chew, and went basically completely quiet for a few months, which brought about concern and ire from quite a few members of the community (I was vocal about this too, though not in a hateful way.)

Come November, Chucklefish had started talking again and they decided to change their estimated release date of 2013 to only having the beta out in that year.  Considering they were so sure they would have the game out that year, many of us voiced our concern with the sudden change.  My opinion feels like CF got in over their heads with this project, a huge, procedurally generated universe exploration game is quite the vast idea, and with a new-start company and small team working on it, there was no way the game was going to be ready, and so we waited.  In late November the beta plan was released.  The idea was to have it in three stages, the first stage being quick and relentless updates to the game, the second stage would be more stable, but have regular updates, with the third stage being the final push to finish the base experience.

Chucklefish asked the community to decide how to do this.  Taking into consideration that a DRM-Free version of the game is to be made, but patching it there and on Steam would be quite the hassle, so they put up a vote in the official forums, where having Steam be the only version until at least stage two was preferable, since updating would be easier that way.  Therefore, the game went to the Steam Early Access program.  The real surprise came on December 4th, when the beta went up.  The game was rough around the edges, but for the groundwork, it was quite enjoyable.

For a while, updates did come quick, hot fixes, stability, optimization fixes, they all came with great speed, the issues were that each update was large, about 500MB due to the files having to be replaced, and the fact that many of the updates wiped saves, so players had to start over.  While this understandably upset people, the developers did make it clear that wipes would happen during this time, as is the case with a game still in heavy development.  As the updates came, people started to complain more, so the updates became slower but more content came with each.  Sadly the populace couldn’t be satisfied, so CF made the choice to stop updating on either the Stable branch and Unstable branch altogether, focusing on getting what they want in a 1.0 release done, eventually starting up a nightly branch,  so players could see and test out the new stuff as it was worked on. 

Therefore, from about April on, the game saw no updates to the two main branches, which caused even more hatred from people, especially on the Steam forums, since the devs seem to basically ignore those forums.  Personally, I think not doing any updates during this time was a large mistake on their part, since they were overhauling the combat and things, these new core features, once finished, should have been pushed out to unstable and eventually stable as soon as possible.  Not helping this gap in updates was the fact the entire time moved to their new office space, some coming from other countries.

As of this writing, the unstable branch has gotten the big update, what will become 1.0 once all the content is complete.  (The core mechanics and features are in, but some balancing, tweaking, optimizing needs to be done, along with putting the true content where there are currently placeholders.)  It took 8 months to get this update, but it is on its way, and hopefully it will be pushed to stable soon.  Now some people say “Oh but the modders already did this but better!”  To that I say, “When HASN’T a modder made something better than the default game.”  This is especially true in the Elder Scrolls games, modding is what keeps those games alive and loved by so many.  Anyway this is the my personal explanation of the history of Starbound’s development (I know I left out a couple things, like Omni’s meltdown, but that’s another thing I’d rather not look up to type more on, there’s already enough here at over 1000 words already and I haven’t even talked about the game itself yet.)


So, what is my opinion on the game in both the stable and unstable state?

To answer this question I must first mention the game’s price point.  The lowest tier (Pixel) on the official website (with the purchase handled by the folks of humble bundle) costs $15 USD.  For that money a person gets access to the beta (A steam key), a DRM-Free copy when they finally bring that out, and the soundtrack.  As a soundtrack junkie, the OST alone is worth the price, it is a wonderful soundtrack that the current version (I thankfully saved the previous version, with has a bunch of removed experimental tracks in it) has 60 tracks to it clocking in at an impressive 5.7 hours of music.

As for the game itself, well… the stable branch is still bare bones, what is there is a building/survival/exploration sandbox with multiple planets and a couple bosses.  The basic, rough framework is there, and it’s fun, but the last year hasn’t been easy on it.  The unstable branch however is a different story.  It’s like a new game, there’s actually goals in the beginning now, and the framework has been redone to better resemble a game, and even some of the content is now in.  It’s finally starting to take shape, and soon it will be at the point where it can be called 1.0, however that’s not the end, as Tiy has already said that new stuff will be made for a year after 1.0 hits (which is when the stretch goals of pets and fossils will be added).  It has been a rough year for Starbound, but things are finally starting to improve with this latest update.

I will be the first to admit that Chucklefish haven’t handled things perfectly during the last two years.  They have made many mistakes, from putting out a confident guess for the final game’s release, going silent for months, to many other things. They are starting to improve I believe.  The main site is updated almost every day with new information on the current developments for the game, and with this update now in unstable, it’s close to finally hitting the big 1.0, and I can’t wait.  I understand the anger people have with Chucklefish, and I fully can see where they are coming from.  I’ve gotten mad at them too over the last couple years, but in my mind, as long as I get a 1.0 Starbound, (and fossils and pets later on), I’ll be happy, as that is what I purchased with my pre-order (I did get mine before it went to early access, sadly things changed a bit with this transition).  My main hope is that Chucklefish learns from this game’s development, and learn how to do things better with future projects, and hopefully all those people who are angry with CF, but love Starbound, will be able to look at all this and see it as a new company’s growing pains.

I will close with the following statement to Chucklefish, who I am sure won’t read this:

“Chucklefish, while you’ve angered me in the past, and I have been vocal on the forums of your mistakes, mostly in the missed 2013 date (which I don’t call a lie personally but I do understand why people think that way on this), I have given you the benefit of the doubt because I love Starbound.  It is an amazing thing and I can’t wait to see it done.  However, this game’s rocky development is your one shot with me, if this kind of thing happens again with your future projects, like Wayward Tide, I will not be afraid to say that Starbound will be my only Chucklefish developed game.  Consider this your friendly warning.” (I still cannot wait for Stardew Valley though.)

 Anyway, I think that is about all I can say on the matter now.  It didn’t turn out like I formulated in my mind, but then again my original idea was going to point out every mistake I feel CF made and put my thoughts on how I would have done things differently.  Aside from not announcing an estimate on anything more than the beta, and released a couple updates to help shape the stable branch’s core to the current unstable version’s set, there’s not a lot I can really say beyond being more vocal about things.

If you are still with me all the way down here than thank you for taking your time to read this rambling thing, I just hope this doesn’t spawn a series of arguments or insults to anyone.


(I wrote this in the span of around 90 minutes during my Database Design and Theory class [Why are you looking at me like that?  I STILL PAYED ATTENTION TO THE LECTURE!] of my personal impressions of the game based on my experiences.  I'm just putting them here to give my blog a new entry.  No screenshots with this one as it seems all screenshots taken from Steam or built in game screenshot taker makes the colors look fugly.)

“You have joined the Hollow Moon, now go acquire some exotic goods from the local merchants, and give the goods to the needy folks around here.”  This was the start of a quest that would give me the feels in one of the segments during one of my sessions in “The Elder Scrolls Online” by Zenimax Online and published by Bethesda.  My character, a Khajiit Dragon Knight named Reina, who uses a destruction staff for her secondary weapon set, had arrived in this little place in the Grahtwood zone (this is, including the starter area of Khenarthi’s Roost, the third zone for the Aldmeri Dominion) and came across a group of Robin Hood style thieves by the name of the Hollow Moon.  Taking up the quest, I got the exotic goods and then went around to find those who needed the goods.
I gave a set to a guy in line who was obviously mentally not there, unlike the other two in that line, he legitimately looked and sounded like he needed the stuff.  The other two were not there due to need, one lied about being married and having a kid and the other… well I’ll just use her words “I’m here because this is where they hand out the free stuff and I want my share.”  So yeah, I didn’t give any to these two.  I gave 3 more of the five sets away, but the one that got me was the very first set I gave away.  It got me engaged in the quest, and earned my respect for a well written piece.
I walked up to a make-shift shelter kind of off to the side of the settlement, and on a mat was a Khajiit laying on it, he didn’t look to good.  His wife tells me that he had been a Skooma addict for three years, but had recently quit.  Now before I continue, I should mention what Skooma is for those reading this who don’t know what it is.  Skooma is a drug in the world of the Elder Scrolls that can cause some serious issues.  Anyway, this Khajiit was suffering from a severe case of the “Skooma Shakes,” which is one of the more problematic side effects of the drug.  The wife told me that he probably wouldn’t make it through the night, and so I gave her some of the exotic goods.  She thanked me and mentioned that she should be able to trade them to the local alchemist for a potion that will help him survive.  I felt like a good person for the first time in an MMO because I got absorbed into the quest.  Here’s the real kicker about this though.  My entire interaction with the Khajiit wife had a bug where none of the voice acting played.  I read the text the entire time, and it was still enough to make me feel proud of the actions my character had just taken.
If it isn’t obvious by now, I am really enjoying The Elder Scrolls Online.  It isn’t a perfect experience, the launch has been pretty rough, there have been many bugs (luckily I haven’t run into that many of them), and bots are currently a problem, even so the lore, the combat, and the game’s world are enough to keep me entertained, something “World of Star Wars: The Old Republic” couldn’t do.  Unlike that game, I have yet, in my nearly 3 weeks and 5 days of game time, to feel like I’m obligated to log in and play, despite the monthly sub.  This was a feeling I got early on with TOR, and it drove me away from the game even bore my 3 months of subscription was up.  It felt too similar to the many, many other MMORPGs I had tried out.  ESO does some things differently, and the land of Tamriel added to that is what keeps me going in that game and having fun (well that and being a member of a fantastic guild, the AJSA).
In my currently 22 levels worth of gameplay, I have travelled across three zones, not including the few times I’ve been to Coldharbour, the realm of Oblivion dedicated to the Daedric Prince of trickery, domination, and slavery, Molag Bal.  Each zone, from the bright, slightly eastern theme of Khenarthi’s Roost, to the more colorful and majestic Summer Set Isle known as Auridon, and more recently, the swamplands of Grahtwood, I have been in public dungeons, taken part in the closing of many Dolmens (the dark anchors Molag Bal is using in attempt to fuse Tamriel/Mundus to Coldharbour, thanks to the work of the future Worm King, the necromancer Mannimarco… I love the lore in the Elder Scrolls), read many books that enrich the lore and faced off against many kinds of creatures, and nothing felt boring or forced.  I’ve enjoyed every second of it, aside from the rare occasions I’ve hit bugged quests that held me back for a bit, but I’ve only run into 3 I know for sure of.
This game has done something no other MMORPG has ever been able to do for me.  This game has made the PVP content enjoyable for me.  I’m not that great at most Player-Vs-Player content in many games, so when I hopped into PVP on ESO, I expected to do it once, and not really touch it again.  How wrong I was.  The last two Saturdays, and the one coming up as I write this, my guild has been doing PVP events where many guild members meet up and do what we can to sway the map in our favor.  Every time I’ve been in PVP it’s been a blast, with the siege weapons, the mass of people, the fear of the enemy Emperor, it’s an awesome component of the game, and I can see coming back for it when I’m out of PVE content to do.
The soundtrack is fantastic, as all games bearing the Elder Scrolls name are, with the title theme having been composed by the legendary Jeremy Soule, while the rest was done by other people, as well as a vocal piece done by the wonderful Malukah.  Sound effects are good, animations are, as odd as it is to say it, some of the better done animations seen in an ES game.  The beast races (Argonian, Khajiit) have obviously seen more love than the single player games, with tails that animate differently on each, and move more believable, and in the case of the Khajiit, eyes that just glow when the light hits them right.  The graphics (in my opinion) are very nice, sun shafts, decent amount of detail, gorgeous specular mapping, it all adds up to an attractive package to me.
If I had to give the game a numerical score (which I’m not, not officially anyway) I’d give it an 8.  While I can understand the dislike, disappointment, and the lower scores for people who have encountered a lot of bugs, in my experience I’ve had a fairly smooth running game that gives me what I was expecting out of it, an MMORPG with the Elder Scrolls setting, and aside from the bug fixes, player homes and more content to keep me a subscriber, I can’t really ask for more than I have.  (It also helps that I got the Physical Imperial Edition, not for the digital extras, hell I haven’t used my Pledge of Mara yet… But for the FANTASTIC art/lore book that came with it.  Oh and I guess the statue of Molag Bal is nice too.)
ESO is a hard game to just recommend, it must be approached with the correct mindset.  If you don’t like MMOs, or for some reason are turned off by subscription prices to a game that costs full price (like WoW, SW:TOR and others when they first came out), hate the Elder Scrolls series, or can’t stand bugs in a game at launch, then you won’t like this game.  If you like the Elder Scrolls, and MMORPGs, and go into the game expecting “Skyrim with more players” you WILL be disappointed and not like it.  It must be gone into with the mindset of “it is still an MMO first, and it takes place in Tamriel.”  Even then however, the game just might not be for you, nothing wrong with that.  I will say this though, it is NOT fact that the game sucks, that is a subjective view.  It may suck for you, but not for others, and as to you thinking if it is a waste of money or not, and you like to tell people that, I’d like to quote the words of Ben ‘Yahtzee’ Croshaw to end this little thing.
“I’d rather be stupid and having fun than be bored out of my genius mind.”

Today marks 2 years to the day that Skyrim released.  I wanted to do something for it, and so I typed down some ramblings on my feelings of the game and series, and here it is.  Happy 2nd Birthday Skyrim.


Has it really been two full years since players were first allowed to set foot in post-Septim Skyrim?  Obviously, the answer is yes, but it sure doesn’t seem it like it should be, at least in my opinion.  To celebrate the second anniversary of what is possibly my favorite game of this current generation, I thought I would write this piece about both the game as well as my love for this wonderful series.  I intend to share my feelings on both over the course of this probably mediocre blog.
Series History:

My first exposure to the series of The Elder Scrolls came from a PC Gamer demo disc way back in 1994.  We had had our first pc for less than a year (An old Canon computer bought from the then still around Future Shop) and had been getting the magazine regularly since.  The disc contained a demo of Daggerfall, the second game in the series.  I was still too young for my mind to grasp what a computer RPG really was, and wouldn’t for another few years.

I wouldn’t see anything beyond that demo, or even of the series until the Game of the Year edition of Morrowind first released.  My cousin got it for Christmas and gave me his original copy.  I admit, however, that I never could get into it due to the combat issues everyone has when trying the game the first time (the idea of missing so badly with a sword at low levels, patience wasn’t something I had a lot of back then).  It wasn’t until Oblivion that I really got into the series, although I borrowed a copy near release for a day to try it out (and being too stupid to realize that I had to exit where the assassin came in to get out of the passage), I didn’t play it for long.   Oblivion I knew was a special game, and I bought the Game of the Year edition when it became available and have easily pumped out 200+ hours in the game.  I even hunted down a collector’s edition for the extras disc, coin and even the original T rating.

I would return to Vvardenfell in 2010 when I purchased Morrowind GotY edition during the winter sale of the time.  While I haven’t beaten the main quest lines of Tribunal or Bloodmoon due to save corruption and having to start over, I realized after just a few hours of play just what I had missed those years ago when I shelved the base version given to me.  I enjoy Morrowind enough that I consider it tied with one other title in terms of quality for the series, however it would not be my favorite of the series, after all, I didn’t write an entire blog for Morrowind or Oblivion’s anniversaries.

It was 10PM on November 10, 2011.  My sister, best friend and I drove down to our local GameStop to pick up our collector’s editions of Skyrim (my sister and myself, my friend has yet to get this game, finally having purchased and played Oblivion earlier this year).  There were many people there, all relaxing and talking, some brought soda to share with the group, those of us who had been at PAX just about a month prior had our plush helmets on.  All that was missing was song and a fire and it would have been exactly like a gathering you would have expected in the game.  Once midnight rolled around, they started handing out the game.  Very few picked up the CE of the game, but those who did held it over their heads with pride after walking out of the store, it was truly something special to behold.  I actually didn’t play the game a whole lot launch day, the release event had drained me, and it wasn’t really until November 12 that I really started playing.

The generation defining game for me:

For me, Skyrim is the best experience I’ve had this generation.  No it isn’t perfect, and it doesn’t hit every right note, but for me the game shows how Bethesda can build a world like no other… that and the wonderful modding community on the PC, that helps too.  I understand not everyone will agree with me, and I know some people will call my opinions bullshit because they don’t like the game.  That’s fine; they’re welcome to their opinions just as much as I am to mine.

The Elder Scrolls series, and Skyrim more than others for me, has been more along the lines of “here’s a world, make your own story within it.”  Sure, there are main quests and side quests, but no two play-throughs will ever be the exact same, even if you do the same quests at the same time with the same builds.  The feeling of playing the character I want to be, imposing my own rules on what my character does and does not do, is part of this fun of carving out my character’s story in the vast expanse of Skyrim.  For instance my character (generally I prefer playing a Spellsword Khajiit) is limited to light armor, never steals, never knowingly conducts an evil act, and only wears armors she herself crafts.  I mean, how is it that banded iron armor the huge Nord was wearing fits my smaller, thinner Khajiit without adjustment?

To me the province of Skyrim is amazing to look at.  While not as fantastical as Vvardenfell or the Shivering Isles, Skyrim provides the sense of wonder and exploration that Oblivion lacked to some degree.  I blame this mostly on the fact that Cyrodiil, while beautiful in its own right, feels too close to ‘home’ to really provide that true sense of fantasy.  Skyrim has this, although through the eyes of a Viking wonderland, and for some reason it works.  The honor over everything attitude the Nords have is admirable for the player, it’s not what is said or how much coin is made, it is about the actions, proving the character can come through that matters to those in the frozen north.

If it is one thing Morrowind had well over Skyrim, it is the options for character equipment.  Back in the days of Morrowind a player could wear the following all at once: Shirt, pants, Cuirass, Greaves, Boots/shoes (beast races couldn’t, more on that later), left glove, right glove, left pauldron, right pauldron, and helm (beast races couldn’t wear closed-face helms).  Newer games have it where it’s clothes, or armor, not both.  When wearing armor it’s body, feet, head and hands, more restrictive, but at the same time, modders have enabled many more slots, the bandolier mod allows the player to wear a staggering 7 pouches that have their own slots, and a backpack, so maybe this feature will return to future titles, it not by Bethesda themselves, then by modding.  As stated though, beast races (Khajiit and Argonian) couldn’t wear any footwear in vanilla Morrowind or wear closed-faced helmets.  This is because the races had digitigrade legs, and therefore were farther away from human than the current versions.  Modders are working on this, and I can’t wait to see the completed version.

The soundtrack is another reason why Skyrim is such an important part of my gaming library.  I’ve been a fan of Jeremy Soule’s work since Morrowind, even before I got into Oblivion.  Skyrim has some of the most beautiful tracks of the series.  While I will always prefer “Nerevar Rising” as the theme for the series, I hold the song “Streets of Whiterun” to be one of the best musical pieces on all 4 discs of the soundtrack, though the entire thing is worth a listen to outside of the game.

The Streets of Whiterun to this day is in all my playlists.

Graphically, Skyrim is pretty.  It’s not mind blowing by default, low resolution textures do hurt the game but the art style is very appealing.  The armor designs are great (especially with the AMidianBorn Book of Silence mod) and the world, even with some technical flaws, is highly detailed.  Shadows however are the game’s weakest point, I don’t know what Bethesda Game Studios was thinking, but even at the highest resolution, the shadows aren’t pretty without modding.  To make matters worse, the shadows made by the sun’s light move in increments.  Ini tweaking can fix this and make the movement better, but I hope the next game gets a jump in shadow quality and movement.

Like I said though, even though Skyrim does have some faults, in some cases fairly big ones, the overall experience, the stories my characters have made, the NPCs interacted with, the harrowing battles and dangerous traps, ruins explored, it all adds up to an experience that I have yet to see equaled by any game that isn’t named Morrowind.  While I enjoy games from every genre, and deeply love many series out there like the Legend of Zelda, Mario, Final Fantasy (9 and down mostly), and the ‘shock’ series, the Elder Scrolls always seems to give me the most investment and joy while playing.  At the moment of writing this, I have 422 hours according to Steam logged on Skyrim, and while it may not be much compared to other players, it is still the most time I’ve spent on a single game, and in fact more than any games belonging to a single series combined.

I wanted to close this with some magical quote to end this blog on a note that truly reflects my love for the game, however I can’t simply write it down, as the one that truly inspired me to write this cannot be captured in just text, so I’ll link it below.  It’s talking about a mod that adds a cabin outside of Riverwood, but it captures my feelings so well in the tone that I had to use it.

The Quote. Thank you Gopher for your Skyrim Mod Sanctuary series. This one minute is what inspired this whole thing.

Thank you Bethesda for a game that has lasted me an amazing two years and probably will last another two or more.
Photo Photo

6:59 PM on 07.12.2013

I know it has been a long time since March, but even after all this time I can still safely say that Monster Hunter 3 Ultimate is one of the most satisfying and rewarding games that I have ever played, completely loaded with fist pumping awesome moments.  As a newcomer to Capcom’s series of hunting great beasts, I thought I would give my reasons as to why this game is so engaging to me.  There is no order to this and this isn’t a review, Projared on Youtube pretty much sums up my feelings pretty well in his full review (even if his One Minute Review on it is priceless.).  Please note however, aside from the demo, my entire experience with MH3U is from the 3DS version, as after extensive run-throughs on the demo I found out I did better there with the inputs there.  That and the 3D is amazing on this title.  In addition, I have not played multiplayer yet, I shall make it a point to at PAX Prime 2013, but all of this is based on my solo experience.
The Mighty Prey

We’ll start with the real stars of the game themselves, the creatures the player hunts.  Ranging from little to colossal, every creature looks unique, and each fight is just as unique as the looks, even the sub-species are unique in this regard, since they are more than just a pallet swap.  Each creature is animated with very convincing animations, putting the player right in the midst of the fight.  Attacks feel appropriately heavy, flinging your poor armored hunter around like he or she is an insect.  While some would disagree, I also am of firm belief that the complete lack of any kind of HUD item for your target is an excellent move on the developer’s part.   It adds to the tension of the fight having to look at your target, and assess how badly hurt it is.  Details can be as little as the battle damage if the player repeatedly hits certain points, or the creature attacking slower.  Is it drooling?  That means it’s exhausted and a perfect opportunity to go offensive.  Like a real hunter, it’s up to the player to figure out how well they are doing against each beast.
The Hunter’s Choice

Another aspect that makes this game so rewarding is the hunter is what you want to put into them.  Choose one (or switch between a couple favorites) of the 12 available weapons, set up your armor, and go do things, how the player builds up their hunter, from what weapon upgrades to get, which armor to forge, it’s totally free for the player to decide.  Even to a lesser extent, the preparations for the hunts, as my last point will explain, preparation is one of the three keys to success.
Bringing Down the Beast

 This is where the satisfaction really comes from.   Taking down the larger monsters, especially ones the player has not hunted before takes great preparation, and fast adaption to the situation as the battle goes on, using the visual changes in the monster’s appearance and behavior to decide how to act next.  It’s a game about knowledge about your tools, and your skill with them.   One mistake can mean all the difference between a true victory or being sent back to base camp and having that reward reduced, or even failing the mission outright.  To some, an even bigger thrill is in successfully capturing the monster instead of ending its life.  Capturing requires even more thought and reliance on observing the target’s behavior in the fight to pull off, but the material rewards are well worth it.  For me there is an immense feeling of pure awesome when I see the fall of a dead monster or successfully pull off a capture, and then using the materials to craft new gear for the next great hunt.

Monster Hunter is a world full of wonder, danger, and adventure.  If one can get past the slow beginning and the learning curve, this is definitely a series worth checking out.  Hunt on my friends!  The next great beast awaits!

NOTE: I DO plan to update this blog as we get farther into the year.  This blog, as it is written now, only accounts for 2 weeks worth of gameplay.  Thank you for the understanding.

June 9th, 2013 is an important date.  No, there wasn't anything that involved the fate of the world, or some great discovery that would benefit mankind.  No, June 9th is the day that I became mayor of the little forest village of Moonlit.  Not by choice mind you, I was kind of screwed into it by the real successor, but I took to the position in stride.  June 10th was just as important, as that was the day my job as mayor began, when I would claim the chair in Town Hall as my own and make Isabelle my personal secretary.  It has been two weeks and 3 days since I became mayor, and I thought I would share my first impressions on my new life and the discoveries I have made.

The Mayor has good eyes and ears

I’ll start with the first thing anyone will really notice upon turning on the game, the presentation.  The first five minutes were weird to me, I wasn’t used to seeing my old friend Rover the cat having…well fur.  I also wasn’t used to having thighs either, but now I can’t see myself without them.  After getting used to things, the game looks great for an Animal Crossing game, much better than City Folk in fact.  There are new textures that add things like fur, fabric, and even a nice shine on the grass in the distance.  Water has also seen a nice bump in graphical appearance, looking more realistic in this game than the almost cell shaded look in the past.   Other nice environmental looks are the clouds; they roll in, blot out the sky and hang there until the weather changes. 

In 3D, the rain effects look great as well. (Please note two things here, this is my opinion in terms of the 3D effect, your mileage will vary on this.  Also, I have not seen any other weather effects, obviously.)  The rolling world effect used since Animal Crossing: Wild World on the DS also really looks appealing when the slider is bumped up.  Animations are what one would expect from the series (seriously, this is the one game where the simple animations add to the charm).

On the sound front, the new theme is very nice and inviting (although I will hold WW/City Folk’s theme forever in my heart.) and many of the new hourly songs are nice.  Some old favorites return, like the catchy Able Sisters theme, and the Museum’s relaxing loop that changes depending on which exhibit you are visiting also makes a return.  Along with the classic K.K. Slider song performances (and the versions played in a music player) all new remix versions exist, and the songs I have personally heard sound like great new additions to the New Leaf soundtrack.

Sound effects are well… to be honest there’s nothing really new here, Animal Crossing has always had a distinct sound, and nothing really changes here, but that’s not a bad thing, like the simple animations, the sound adds charm,.  The villager voices may get annoying to you though, and I have yet to find a way to disable it, so just be warned there.

New Leaf, new stuff

I’ll avoid going into too much detail on the new items (as there are WAY too many to count) so we’ll stick with the new features.  Being mayor means the town is built the way YOU want it to be.  The opening moments have you choose from one of four town layouts (though resetting the game and starting over gives you four new choices).  After some initial stuff (involving the new tutorial that Isabelle helps you through, and then getting to 100% approval rating, which will take a couple days), the player can then start building public works wherever they want, even their house is built where they want it.  Along with the building aspect, ordinances can be put in place, things like keeping the town beautiful, raising the prices on everything (and thus giving you more bells for sales as well), to changing the hours of the businesses for those who play at odd hours.

Another new feature is Re-tail.  Re-Tail is a combination of the auction house from City Folk and a flea market.  The player can put items up for sale for other villagers, or visitors to purchase at a price set by the item’s owner.  You can also sell items directly to the pink alpaca that runs the place.  After some requirements are met, the blue alpaca, Cyrus, allows you to change some furniture’s colors, as well as make furniture from gems you find from special rocks.

On Main Street, you will find all the essential businesses.  Nookling Junction is the main shop in your town, and sells a special item that uses play coins to buy, fortune cookies.  These magical little cookies give you a fortune that when given back to either Tommy or Timmy, nets you either a Nintendo item (like the Master Sword or Triforce) or a random item.  Naturally, this shop is upgraded as you buy items from them.  The Able Sisters shop is also here. Mabel, Sable and Label work here and this is where you can make and get clothes and accessories. 

Nook’s Homes is where you will upgrade and customize your house.  The Museum needs no explanation, and then there’s the post office.  Later on, new businesses become available, like a flower shop, Shampoodle, Kicks (shoe store) and the wonderful Club LoL, where K.K. Slider performs as normal on Saturday nights, and DJs with remixes on weekdays.
Being on the 3DS, New Leaf also has features that use the system’s features, like the above-mentioned Play Coins.  There is a megaphone that allows the player to speak into the system's microphone the name of a villager, and will (usually, the game keeps thinking that I’m calling for a snowman when I say “Penelope” so I have to shorten the name) have that villager respond to you so you can find them, if they are outside.

Online and StreetPass features are used well on this game.  StreetPass gives you access to the Happy Home Showcase, where you can see (and even order items from) houses of players whom you swapped data with.  On the online side of things, multiplayer returns and is, at least in my tests, lag-free.  A new feature for online is called the Dream Suite, a building which you must pay for that allows you to visit a dream version of someone’s town, and wreak as much havoc as you want without damaging the real town.  (I haven’t built this yet in my town, so I can’t actually test it.  I’ve got a couple projects I want to do before the Dream Suite.)  In addition, fruit stacks (of 9) are now possible, freeing up tons of room in the inventory, which holds 16 items. 

The island also returns, and you can play minigames here for medals that will get you exclusive stuff, like the wetsuit so you can go swimming.

It's the little things that matter
A lot of little details have been added here and there as well.  Things like your character nodding or shaking his head when you answer a question.  The events that happen around the year (so far I've only experienced the Bug-off) also saw a nice little bump, with more characters appearing for the awards ceremony to applaud the winners.

Possibly the one thing that still gets me to smile though is the reactions of the villagers when you pay them a visit.  You enter their house, talk to them like all other games, however when you leave the house, the villager may either wave goodbye (and smile) or bow respectfully to you.  It's little details like this that give this new Animal Crossing more life.
Mayor Evaluation:
At $35 USD, Animal Crossing: New Leaf is an adorable little debt simulator that wriggles its way into your heart.  There is so much to see and do that it doesn’t get old as long as you pace yourself, remember, Animal Crossing plays via the 3DS system clock, meaning when someone says “Come back tomorrow” they MEAN come back the next REAL day, unless you cheat and change the clock on your system.  If you have a 3DS and want a game that you can just hang out, relax, fish and see your pals (points for anyone who gets that reference), then I can recommend this title based on what I have experienced. 

If you don’t yet have a 3DS, well if you’re interested and have games coming out later for the system that have you thinking of getting one, this will keep you occupied for quite a while.  If you have played any game in the series before, the gameplay is just as solid, with the new features listed above, and features I haven’t even experienced yet.

Being mayor never felt so good.

Photo Photo Photo

The Harvest Moon series (Or Bokujou Monogatari, or Ranch Story, as it is called in Japan) has been a big part of my gaming life for almost the entire 15 years the series has been out here in the USA. Considering how many games in the series I've played, and the fact that the series is celebrating it's 15th Anniversary, I figured I'd do a personal retrospective, talking about my personal experiences with the games, as close to the order I experienced them as can be. Now being a personal retrospective, it won't go into the details of production of the games, it's just my way of showing how much joy this series has brought me in an industry that seems happy shooting each other online in brown-grey shooters endlessly. Also being personal, I could get some of my facts wrong, like the order I played some games, or years when I list them, and things like that. I decided to do this on a whim and started typing it immediately when I did. Also remember, because of the personal nature of this retrospective, it is biased, so don't feel too bad if the game you enjoyed isn't on here or I say negative things about it.

Part One: First Sowing

I first heard of Harvest Moon through a friend of mine. He told me about this strangely addictive game he had rented called "Harvest Moon." After that conversation I decided to check it out, and found myself on one of the many emulator and rom sites of the time. Now I never owned a Super Nintendo, not from a lack of trying mind you, it was just back then my parents were against me having a gaming console for whatever reason. So I played a rom version of the SNES Harvest Moon. Like most I thought to myself “What is so great with this?” in the first few days, having to talk to literally everyone to forward a sequence was a bit of an annoyance, but I hung to it, and soon enough I was enjoying the game despite limitations. The catchy tunes (of which the fall theme seems to echo in my brain today) were, and still are fun to listen to in their original form (sadly the remixes that have appeared in the newer games as bonuses aren’t as good for the SNES ones).

I played through a complete cycle on Harvest Moon, having married Nina the first couple times, with Eve being the second girl to woo. I believe I also once married Maria. I would later get Harvest Moon the day it released on the Wii Virtual Console service, and enjoy it as close to the original version as is within my power to have. However, during my play-throughs of the original, I had a visit from my best friend (of almost 20 years now) and I would then learn of the game that to this day has had the most rentals from me, but I would never actually own myself…

Part 2: The Second Harvest

Harvest Moon was a fun game, no doubt about it, but when my friend visited with the game he had rented one weekend, titled “Harvest Moon 64” I knew things would never be the same. Everything I loved about the original game had been enhanced. Better graphics, sound, a rucksack to carry items in so you didn’t have to carry things one at a time, the list goes on. That weekend was only a small sample of the fun that was to come. After my friend returned the game to the rental store (I believe it was funcoland) I immediately picked it up myself. I don’t really remember much from that week, at least in terms of real life happenings, since I spent most of the time on the game. One rental turned into two, then three. One of the five total rental weeks I rented the game (before my friend got his own copy that I borrowed for a while) I made the mistake of letting my sister try it out. It was quite the fight to get the game back to return to the rental store.

I remember a few things from the game, like marrying Popuri, and befriending the then tool seller Rick. I also remember all the conversations about the game we noticed, like when night hits it gets eerily quiet, and we both swore one day we’d come to the vineyard and walk into the house one day and discover Karen’s mom having ended herself due to how depressed she was every time we saw her. The music was even better than the first game, with the summer and fall themes once again taking center stage. Back then it was a simpler time, so things like having to enter the pause menu to see the clock, and the odd delay when on the farm itself when exiting didn’t deter much from the grand experience. I also remember ignoring Elli’s grandma for as long as possible so that she didn’t pass away until I could get her recipe. Harvest Moon 64 was an amazing title, and it would be hard to beat. However it wasn’t that long after I got an N64, that I also ended up with the smaller, slimmer, and rounder PS1, and would discover one of my top 3 favorite games in the series…

Part 3: Back to Old Memories, and Nature

My experience with the playstation is…interesting. My first few games were actually played using “Bleem!” which for those not in the know, was a retail playstation emulator, the idea being that since you had to still buy the games to play it, it was legal to do. While I never heard of any legal disputes over the program, it’s update 1.5b was the last update ever, and soon it was stopped being sold. By that point however, the minor glitches involved with emulating Playstation games at the time made me get a PSone system. After a year or so with the system I was at Fred Meyer one day (one of the places I used to get new games from) when I saw something I didn’t know existed, “Harvest Moon: Back to Nature” sitting on the shelf (the only copy I found on their shelves) for 20 bucks. Naturally I convinced my mother to let me get the game and get it I did. I found out later, that the 20 dollar price tag, which I don’t believe had the game name printed on it, was the incorrect barcode for the game, it was actually for an older version of the NBA 2K games I believe. So it was luck that allowed me to get the game at such a great buy.

My mind was basically blown when that title screen came up with the waving grass, I couldn’t wait to get in and see what this version was like. The only thing that made me say “well that’s kind of dumb” was the name of the town, Mineral Town. The last village was called Flower Bud, so it was such a jolt, but I went ahead anyway. I quickly learned why gamespot’s review of the game, of which I checked later, said the words “you’ll find yourself saying ‘I’ll play just one more day’ more times than you can count.” I spent a long time on that game, even after my memory card had erased and I had to start again. Unfortunately I never DID see the ending to the basic story on that one, for my disc broke before I could finish the story. Music was again great, with the Spring and Winter songs being the highlights of the soundtrack, and a very catchy town theme. Sound effects did what they were supposed, even with the brow raising springy “pop” sound the character made when walking.

I quickly grew to love the new setting, the reimagining of the HM64 cast a great move, even if they Rick into a jerk, hating Kai for no adequately given reason besides “he doesn’t actually live here.” I have always married Karen when it comes to Mineral Town. Even when It came to the GBA port of Back to Nature, entitled “Friends of Mineral Town.” The reason why I’m not making a separate entry for the GBA title is because…well it’s the same game as Back to Nature, nothing of real importance changed (aside from the removal of the Tomato Festival, how dare you Marvelous?). The Mineral Town saga gave me the most actual in game time passed to date, having accumulated at least 9 years throughout the Back to Nature on PS1 and PS1 classics on PSN, and Friends of Mineral Town, which I purchased 2 copies of, however before I got FoMT, I got my PS2, of which I still have today, and my first game purchased for it would be the game I have the most mixed feelings about…

Part 4: Homeland to be Saved

When I got my PS2, I didn’t have any games for it for a couple weeks, sure I rented Final Fantasy X, which had come out by then and it dropped my jaw, but my PS2 was incomplete, it still needed two things, a memory stick, and a game to call my own. About a week after I got my PS2, the main water line to our house sprung a leak. After diagnosing the problem , I had to break up the concrete, wait for the repair guy to fix it, then reclose the hole. It was a lot of work, but my prize for it, a deal struck between my parents and I, was a shiny new copy of “Harvest Moon: Save the Homeland.” Even though I didn’t have a memory card, I didn’t care, I still played it, getting to mid-summer every play session. It wasn’t long before a trip to the then closing K-mart near us yielded me to not only get a memory card, but also Final Fantasy X, so I could actually see the end of the thing. I was finally able to play StH all the way through, probably going through 5ish cycles of the game’s story in the process.

The graphics at the time were great, sure some of the animations were a bit on the stiff side, but the cell shading was awesome, and the details were nice as well. To my shock, awe and amazement, this was the first game where you could get a different dog that I had played (I never played the GBC games). I always chose this second dog, because I loved it’s look. Music was good overall, with all of the seasons having strong themes, in perticular, the Summer theme when on the farm. In my mind to this day, there has not been a single song ever in the series to top that theme, even the remix, which appeared in later games, while one of the stronger remixes, was not as good as the PS2 original. It was also the first HM game I played that had the “chance” of the weather, rather than “it’s going to rain” like previous games. The setting and characters really clicked for me, Bob on the ranch from whom I got my black horse, Nexus from because I brushed him the most and first.

The biggest disappointment for me was the lack of marriage. Considering the game repeated every year, and thus, while your farm didn’t change, the relationships with the villagers did, and therefore you could not get marriage in the game, which irked me because my favorite female character to that point, Gwen was in it. There were other minor issues I had with the game, only four crops to grow kind of defeated the purpose of the whole farm aspect, and of course the whole “one year” aspect. I still enjoyed the game quite a bit however, but I was kind of vocal on the idea of only one year and no marriage. Now after getting FomT, I finally got a gamecube, and along with Mario Kart (which came packaged in) and Animal Crossing, I also got the next game in the series…

Part 5: A New Life, A Valley to Never Forget

I finally got a gamecube around…2005ish. Along with “Mario Kart: Double Dash”, which was packaged in with the system I also got a coupon that said “buy one game at 20 bucks and get another 20 dollar game for 5.” Naturally I got “Animal Crossing”, and “Harvest Moon: A Wonderful life.” AWL was a strange game at first. Only 10 days per season, having to propose before the end of the first year, weather that naturally rolled in and out, more realistic scenery, and other things. Graphically the game was fantastic, high detail, lovely looking water effects, and odd yet charming characters. Me and my friend would constantly joke about how Forget-Me-Not Valley’s doctor was a retired James Bond villain.

Music was used differently in this game compared to the older games in the series, and indeed is the only one (including the PS2 version released the next year) to not have dedicated season themes, instead you had a record player on the farm that would play music specifically for your farm. Other areas had their own song, like Cody the artist’s trailer, or the scientist’s lab. Most were more rhythms and less song, but I did spend most of my time listening to Quiet Winter, gazing up almost in a trance at the stars at night. Sound effects were the closest to realism in this game, so much so that many are still used in titles to this day. One of the little things that kind of got to me was how my character actually got hungry, which when starting out meant my little farmer was always hungry since food was hard to come by until ingredients could easily be gotten. Nina passing away meant Galen was always so sad, and it was a little heartbreaking to see it. I’ll admit I didn’t get too far into A Wonderful Life. It’s a great game, but something else was coming that would take more of my time…

Part 6: A Catchy Melody

When I heard that Magical Melody was incoming, and coming with characters from both the ORIGINAL Harvest Moon on the SNES AND characters from Save the Homeland, I immediately when out and pre-ordered the game. I got the plush sheep, which is now named “Wooly Gear” and picked the game up launch day. The game was like a return to the old days, but with many new features, like land ownership. The game returned to the isometric view that older titles used, and had a graphics style that could be best described as “The SNES game in 3d.” Presentation wise, it wasn’t until summer that I learned the tricks the game employed, when there was a heat wavy effect from late morning to evening in the game. The player could choose where his or her farm was, and could even buy more land to increase space for farming. The game even had a multiplayer mode, although it was just a bunch of minigames.

Music in the game was very upbeat and easily hummable. The spring theme is the one I really remember most, as well as the “event” theme. Sound effects once again did their job, even if they weren’t anything outstanding. The characters were a lot of fun. The revivals of the old characters was a very welcome sight, as were the characters from Save the Homeland. The new characters were great, and returning characters from the likes of HM64 and BTN were also welcome additions to the setting. Heck they even threw in a rival farmer. To be honest, I never liked Jamie much, she (in my game Jamie was a she, therefor I will refer to her as such, but I am well aware that Jamie is a boy when you play a girl) always was so cold towards my farmer for reason I ever got in my play time. Despite being a marriage candidate, I wouldn’t consider marrying her since… well you needed 50 notes and the game ends if you marry her.

Overall I had a lot of fun with Magical Melody. Even with some irksome things presented in the game (there’s a red outfit for the farmer in multiplayer mode, why couldn’t I wear it in the actual game?) the fun outweighed the issues to create a game I played quite a bit of. However my ending to playing the game was not due to lack of interest, or a broken disc, or a new game coming out. My large gamecube memory card kicked the bucket, and since GC Harvest Moon titles like to take a bunch of space, and I only had the memory card I got with Animal Crossing, I had to stop playing my GC HM games all-together. Nowadays I could emulate Magical Melody, I tested it out on the Dolphin emulator (and yes I still have the actual GC disc, and no I don’t have the image on my computer anymore) and it worked fine, A wonderful life on the other hand… the music was messed up. But my dad got a DS, and I was itching to finally have a game of my own on it. It was then that I surfed on gamestop’s website…

Part 7: Dual Simplicity

While surfing on gamestop’s website in the DS section, I discovered that a Harvest Moon title actually existed on the system. Like most games at the time, it was just called “Harvest Moon DS” and I soon had the game. This entry will be short, because there isn’t a whole lot I can say about the game that isn’t covered in earlier entries. It takes the main character sprite from FoMT, and shoves him into a sprite version of Forget-Me-Not valley. The only real new thing gameplay wise was having to build things like a chicken coop on your field, though limited buildings were there, and the… I’ll call it Sprite TV, which was all the normal features of a hm game done by the harvest sprites (more on them in the characters section), and special items you can hold to increase things like stamina (which replaced the, in my opinion, superior Power Berries).

There really isn’t any music that I feel really stood out in the game. If it wasn’t for the record player, the music would have been just kind of there. Sound effects were standard, and even the prsentation was just…ok. The game didn’t really use the DS’s capabilities well, but it was nice to have a regular Harvest Moon title take place in Forget-Me-Not. A silly choice was it takes place like 100 years after the events of FoMT and AWL, yet every single character is the exact same as their ancestors. The layout and look of the valley remained the same after all those years, with absolutely no real change in technology or anything. The only thing different was the Harvest Sprites. There were 101 of them that you had to find, and about 9 of them actually had personality, and they were the ones that ran Sprite TV. To be honest, I didn’t like the look of those sprites, the afros they had looked rediculous and just… I dunno.

Overall the game was just OK, I definitely place it as the lowest point in the series of the games I’ve played. What killed me from playing the game anymore was actually a glitch. In which having the sprites fish for you in winter, you had a chance to end up with 1 billion G. At that point I didn’t need to grow anything or do any work at that point. If I wanted something, I’d just buy it. Luckily this dark time in my HM history didn’t last long, with the Wii came an all new adventure…

Part 8: A Tree to Nurture

It had been over a year since I had gotten my Nintendo Wii (i.e., 2008), and it was around summer that I had actually grown bored with Animal Crossing: City Folk (it was an ok game, just it seems that series is just destined to be best as a hand held title when you can pull it out whenever you want). Eventually I managed to my hands on a copy of the first Wii outing, “Harvest Moon: Tree of Tranquility.” It was also around this time I learned of a Wii focused game reviewer on YouTube, who did a review of the game and gave it a positive review (wiiviewr for those curious). I popped in the disc and…well…

It was odd to see a 3D console harvest moon title with the slightly more realistic, though still cartoon style graphics do the semi-top down view thing. I mean you could look up at the sky, but you couldn’t rotate the camera much, if at all. Players once again got to choose their location from one of three spots, each with its plusses and negatives. It was a fairly standard HM experience, with the big new features being the tree, of which you had to craft… seven I think it was (if not, then five) special recipes to resurrect the tree. Most of these required rare and really hard to find or craft materials or ingredients, one of the items in one of the later recipes required ingredients that took a whole game year to collect. One of the choices involving this new feature was after you finished reviving the tree, would the player keep going, or would give their rucksack to the next generation, beginning the game basically anew.

Presentation wise the game was kind of hit or miss. On the graphics front what was there mostly looked fine, but the game didn’t have a widescreen mode or even progressive graphics, so it looked stretched and a bit blurry on my TV. The most stand-out thing to me was the water, it looked really…painterly, and it was indeed nice, and there were some decent lighting tricks in some areas. Music wise the actual songs for at least spring and winter weren’t bad, but the quality was inconsistent in terms of actual audio quality. Much of it sounded…muffled, with the occasional clear sound coming out. It was jarring to say the least.

Waffle Town wasn’t a bad place, the layout was decent, and while the people were good, I don’t really remember any of their names, just some of their appearances come to mind. This was the first Harvest Moon game I had that the various things about the game itself (not a glitch caused me to stop playing, and it’s the only game in the series that I’ve owned to have traded in later). I’m not sure why but it just… Tree of Tranquility never clicked for me. However I Had a PSP, and I needed a farming adventure for that underrated hand held marvel...

Part 9: I need a Hero

Having had a PSP for a time, I felt the need for some farming on it, so when I heard of “Harvest Moon: Hero of Leaf Valley” I knew I had to own it. This section is going to be much shorter than the other ones, since this is basically the same game as Save the Homeland, with some new features, I’m only going to go into the new stuff.

The first big news with the game was the fact the story doesn’t end until after 2 years instead of one, meaning the player could get married, and in a nice change of pace, the player could keep going after the story ended as well, meaning no more resetting relationships. The graphics were basically the same, the layout had only minor changes, and there were a few festivals now. It felt more like a Harvest Moon title. However there is a major story issue I came across that not only made me have to restart, but also made me once again no longer be able to play the game for any length of time. Basically there is one event in which two different endings compete for in the second year. Unfortunately the main ending is NOT the ending that takes priority. Basically if you pursue this side ending, you cannot get the true good ending to the game which is a bit silly. Otherwise the game was good, had a nice new soundtrack (though the summer theme in this game is the weakest of the bunch.

However I soon got my own 3DS, and with it I started building up my back catalogue, and one of the games I would get would be a title that was harder to find by that time…

Part 10: Raise Dem Islands!

Having gotten a 3DS at launch, one of the major plusses was be able to finally obtain and play DS games I missed out on, not having a DS of my own. I decided that, since the newest DS game at the time had already been out for quite a while, that I should pick it up before it got too expensive to do so. So after about two weeks of waiting, I got my hands on Harvest Moon: Sunshine Islands. I skipped island of Happiness because, well the touch only controls pushed me away.

The new thing was collecting the sun stones to raise the islands. Raising the islands meant more farming ground, as well as more areas, activities and villagers. Some were simple to find, like just searching the correct place, or having a certain amount of animals on the farm. Others were more difficult to obtain, and some were just frustrating, like talking to an NPC and having like a 5% chance of getting the stone. Personally I thought if these stones were so darned important, if the NPC had them already, they shouldn’t hold out, unless you had to become their friend. One other big chance was the weather prediction. Instead of having a TV to tell you the weather prediction at any time, you had to speak to the elder, Taro at the early morning to find out what the weather would be. It was a bit of an inconvenience, since you had to leave your house, head to him and talk to him to find out what tomorrow’s weather was, and then head back to do your farm chores, and he only told you once, so if you forgot… too bad.

Presentation was, again… just ok. The land looked fine, being 3D models and textures, but the sprites weren’t as good looking, and didn’t have as much animation as past games. I would have preferred low poly models to the sprites, but that’s just me. Music was…music was… uhhh… hold that thought for a second. Okay back, and man is that music so forgettable. There isn’t anything that I consider to be good. Nothing bad either, just… I already forgot the tunes and I just listened to them on hmotaku’s jukebox.

Like Tree of Tranquility, I don’t remember many of the character’s names, Taro being the exception due to his portrait. Once I hit mid-winter I heard of the next HM title coming later that year and all will to play just…went away. Even today I have trouble playing more than five minutes before going “eh” and dropping the game again. Luckily I didn’t have long to wait, as I had preordered the latest game in the series at that point, but I wouldn’t learn until later that I made what I still consider to be a $10 mistake…

Part 11: Two Towns Fighting More than Each Other

Squishy. That’s the name I gave my stuffed alpaca bonus for preordering the game. I wanted to support Natsume’s decision to port the last DS Harvest Moon title to the 3DS by getting the 3DS port. I really wanted another native running 3DS game for my system. What did I get with this? Well aside from spending an extra 10 dollars, I got “Harvest Moon: Tale of Two Towns 3D.”

The biggest gameplay change this time is right in the title, two towns fighting over who has the best cooking on the mountain. So much so that four….FOUR cooking festivals are held every season. One town, Bluebell, is a western themed village based around animals and their produce. The other, Konohana, is an eastern themed town with a focus on plant farming. The player gets to choose which town to start in, and can even move to the other town every season.

Presentation is ok, the backgrounds are well drawn and the menus clean. The fault lies again in the sprites. To me it looks like they modeled the characters, animated them, and took screenshots in the animation and turned them into sprites. It doesn’t look that fantastic in realization unfortunately. Music wise the game was pretty good, each town having a set of their own themes, as well as the standard themes for the seasons and such.

The Two Towns had an interesting bunch of characters. Friendly people even with the fact that their feud seemed to be a “just there” thing, since they can easily talk nice to each other, but when competition comes around, it’s a warzone. The two farms were also a neat feature, overall the setting was fine, and the game is fun, but it’s the technical issues that ultimately ruin this game for me. See I bought the 3DS version as stated, and there are four reasons I feel like I made a mistake. First, it cost 10 dollars more, which wouldn’t have been such a big deal if it weren’t for the other 3 reasons. Second, the 3DS version came out about 2 MONTHS after the original DS version, so now we have the more expensive game taking longer to get out even though the games are 99% the same. Thirdly, the game has TERRIBLE lagging on the players farm, and it isn’t framerate drop, it’s total game slowdown, and it brings the game to a crawl. The last issue is the random chance of having the game freeze completely while in the mountain, meaning a complete restart of the system to resume. These issues just made the game hard for me to keep playing. Soon enough however, Natsume announced that for once, they were releasing a translated version of the next game in the same year it came to Japan, and it promised to be A New Beginning to the series…

Part 12 (Final): Beginning Anew…

Natsume announced the 15th Anniversary edition on their website, and while the yak was cute, the cow plushy, which is huge, is basically the face of Harvest Moon. So when I got the cow (named Super Moo), I then got what could easily be my favorite game in the series to date…

Harvest Moon: A New Beginning is exactly as the name says. It’s a Harvest Moon game that does so much it can only be considered as a new beginning for the series, of which every game from this point on should be compared to. Allowing the player to customize everything to some degree opens up brand new possibilities of growth, both for the characters and the player.

Graphics are overall really good. The character models are great looking, with a nice amount of detail. The animations are also pretty good (even if the sitting animation is stupid with how they sway back and forth). The changes in the season aesthetically are quite nice, with winter being just flat out pretty, especially in 3D. Music wise I have yet to have any complaints for the default music, each being upbeat, catchy and just make the player feel happy the whole time.

Echo village may start small, at only 4 people including you, but the characters that move in are new and well made. Even the almost pointless dating system is a nice touch overall, making the game more fun by having the player commit to a marriage candidate before the blue feather can be purchased. A few minor technical issues aside, A New Beginning raises the bar for Harvest Moon. Feeling fresh and nostalgic at the same time.

Thank you Natsume, for 15 years of Harvest Moon fun, and here’s to many more fantastic games in the future. And thank you as well Natsume community, to reading this 12 part personal and heavily biased retrospective.

As a bonus, here's some pics from the internet of the plushies I have gotten from the series.

Wooly Gear


Super Moo
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