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Review
By: Jared
Black
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| Developer: |
Nintendo |
| Publisher: |
Nintendo |
| #
of Players: |
1-4
(alternating, per town) |
| Genre: |
Simulation |
| ESRB: |
Everyone |
| Online: |
No |
| Accessories: |
Memory
Card (included), GBA, e-Reader |
| Date
Posted: |
10-7-02 |
Even with all of
these amazing touches, perhaps the biggest reason why the player
will keep playing long after the newness wears off is because other
human beings can join in on the fun. The best way to explain this is
to relate my own experience. Somehow I was able to convince my
lovely wife to play in order for me to better judge the game’s
multiplayer. A couple of days later we were practically competing to
see who could pay off their loan, catch all the bugs/fish, and just
generally succeed better than the other. We leave each other
messages on the bulletin board, trade items we don’t want, and
laugh when another animal insults one of us. We plan a lot of
activities around scheduled Animal Crossing events (as of
this writing today we’re planning on meeting up for Crazy Redd’s
furniture sale at 6pm), and discuss the game at length even when
neither of us is playing. Despite the fact that she’s the very
definition of a casual gamer (past favorites include Mortal
Kombat, Super Breakout, Pac-Man, and Sega Bass
Fishing), Animal Crossing has given us both another
common interest to share in. That’s pretty amazing.

(Animal
Crossing on GBA)
Don’t want to
share your town with another? No problem, just create your own on
another memory card. Players from one town (memory card in Slot A)
can travel to another (the other memory card in Slot B) via the
train they rode in on and interact with the characters there and
bring back items they might not have otherwise received in their own
town. Or they can save travel data to another memory card, then take
that card over to a friend’s house and play on their GameCube.
Other residents will even move from one memory card to another,
sending their favorite player a farewell letter encouraging them to
visit. Even if you don’t have any friends close by, you can still
trade items online via a password system. Simply tell Tom Nook your
trading partner’s name (in the game), town name, and the item to
trade, and Tom will spit out a password. Give them the password, and
once they tell it to Tom he’ll give that item to them. Despite the
system’s clumsiness, it’s proven to be a huge hit on our message
boards already.
The graphics
have been only marginally improved over the N64 version, and that’s
about the only disappointment to be found. While it does help to
give the game a unique sense of style (like Cubivore), the
low-poly characters and blurry textures are definitely relics of the
last generation of consoles. I wouldn’t expect them to give it a
complete overhaul or turn it into a fully 3D game or anything, but
more could’ve been done in the way of crisper textures or some
gimmicky effects to make it look more modern. The overall design and
style still looks OK (your eyes won’t bleed or anything), but by
GameCube standards it’s archaic. Honestly though, it won’t
really matter once you get immersed in the game.
The sound work,
however, shines. The laid-back music fits the pacing and feel of the
game nicely, the hourly town theme helps to break up the monotony of
the same song looping, and the animalese (garbled human speech only
partially understandable) is a nice touch. The various tunes that
play while the player is running around town never really get old,
and are well composed. KK Slider, aka Totakeke, is hilarious and
provides over 50 different tunes that can be played in the player’s
home stereo system inside their home. Sound effects are numerous,
including unique sounds for each tool, water sloshing up on the
beach, footsteps that change on different surfaces, the passing
train, crickets chirping, and other nice ambient sounds.
Highs:
- A wholly
unique game that’s unlike anything you’ve ever played.
- 10 or more
(who knows what else is lurking on that disk?) NES games alone
make this worth the money.
- The best use
of connectivity yet: scan in e-Reader cards, visit the GBA
island and play there, download NES games to the GBA, or simply
travel to a friend’s (via memory card) town.
- Nintendo
smartly packed in a free Memory Card 59, as this game
takes up a full card and simply cannot be played without one.
- The emphasis
on community creates a different kind of multiplayer experience.
- An amazing
attention to detail, from the anti-theft mirror in Nook’s
store to the changing animal dialogue as each day wears on.
- Totakeke is
one of the best video game characters ever. I'm totally
digging his scene, man.
- There are a
ton of other things to do and surprises to find in Animal
Crossing that I haven't even mentioned.
Lows:
- The GameCube
port offered Nintendo a chance to put this online in some form,
and they didn’t. This game is begging to be played
online.
- Extremely
minor graphic improvements are a disappointment.
- After
accomplishing most goals, it realistically won't be played
more than an hour or two a day. But that hour or two a day can
last for years and years…
- Too much
repeating and/or useless text to wade through when trying to
perform some simple tasks.
Final Verdict:
Forget Super
Mario Sunshine and it’s Crazy Cam™, this is Nintendo’s
best first-party GameCube title yet. Judging from my experience with
the game and the overwhelmingly positive response to the game thus
far on our message boards (we had to give the game it’s own forum
for crying out loud), I sincerely hope that this becomes Nintendo’s
next big franchise. I can think of a million things that Nintendo
could’ve added (and definitely should in future installments), but
despite that I’m thoroughly addicted to the game as it is.
Overall Score:
9.1
Additional
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