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Review
By: Siou
Choy
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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: |
10-21-02 |
OK, let’s take
things head on, and not beat around the bush. There was a whole hell
of a lot of people out there laughing at Nintendo’s decision to
release Animal Crossing for the Gamecube. My personal
favorite anecdote involves an overweight, apparently somewhat
mentally deficient member of America’s proud youth of today
pestering his obviously completely disinterested white trash father
incessantly about his desire for "A-ni-maul CRAW-sing [DAD!
DAD! (Repeat)]" at a certain famous downmarket retail chain
store. It’s an image that has been burned into my brain, and which
pops up each and every time the subject of the game, and its likely
target audience, is broached (I don’t know, maybe you just had to
be there). After all, who needs or would want an RPG with no defined
purpose or goals, with N64 level graphics, just when Nintendo is
trying to make a bid for respectability by featuring such
high-powered, mature-themed games as Eternal Darkness and Resident
Evil? But in this case, the people laughing the hardest may very
well be Nintendo and their stockholders. Word of mouth from those
who actually played Animal Crossing has quickly propelled
this dark horse N64 carryover (it was, in fact, slated for N64
release, but adapted to meet the requirements of the new format at
last minute) into an enviable sales position. In point of fact, Animal
Crossing is quickly, and quietly, establishing itself as a
bonafide cult favorite.

I’m sure
everyone knows or has heard by now that the graphics in Animal
Crossing are not exactly spectacular. It’s true, Animal
Crossing is nowhere near the level you would expect of a
Gamecube game. But if you can get past the goofy, blocky visuals,
you just might find a game amusing and diverting enough not to need
them. And on the flipside, designers do have a tendency to
hide a poorly designed game and sparse storyline behind a plethora
of surface imagery, selling sub-par programming with pretty
pictures; something especially true in this age of Next Generation
systems.
One memory card
holds one town, which can be inhabited by up to four actual players
(and, of course, a veritable cornucopia of computer generated
ringers). In other words, up to 3 people can live in the same town
as you; so by all means grab a friend, spouse, brother or sister and
have them join in. That said, Animal Crossing is a one
player game, but you can interact with other players indirectly; by
giving them gifts, sending letters, leaving messages on the town
bulletin board, etc. What becomes really amusing about all this is
how letters sent to any of the sundry computer generated characters
tend to be shown to other players at random points down the road. So
be careful about badmouthing your fellow residents – it might come
back to you at the most unexpected times!
The only real
goal in Animal Crossing is to pay back the loan for your
house (and it’s various upgrades, which you have no option to turn
down or refuse) to that sleazy squirrel, Tom Nook. Thankfully, you
don’t actually have to work for it - you just wander about
catching fish and insects, picking up seashells and fruit, and
digging up fossils. All of which Nook will pay you for, at
sometimes-ridiculous prices…just what the hell is he going to do
with a pterodactyl wing, anyway? Who cares, for $4,500, he can do
anything he wants with it! Another way to earn money is to do jobs
for the villagers. These usually involve you playing errand boy,
running back and forth between these apparently incestuous villagers
who seem to play "telephone" with every item they borrow.
When you finally return an item to them from the other villagers
(sometimes it seems that one item has made its way through the hands
of half the damn village!), or when they take something from your
collection (which they do all too frequently, so be careful what you
carry on you, whether items or money), they will always trade you an
item of their own – generally a piece of furniture or clothing.
These can be kept to furnish your house (an unseen
"committee" rates your house by mail every few days,
though there doesn’t seem to be any real purpose to improving your
house rating) or sold to Nook the Crook for cold hard cash (which
will indubitably end up in his own pockets anyway – what a
racket!).
The P.R. on the
game informs us that "Animal Crossing is all about
communication", which means that it’s a good sell to yuppie
latchkey parents. What better way to harass that kid you never see
to do his homework or stay off drugs, than to leave them a message
in a funny animal video game? I don’t know, does anybody else find
this amusing, or is it just me? The only thing I saw, between some
all too frequent cheap plugs for Nintendo products (I can’t count
how many times I heard NES, SNES, the link cable, and the GBA
mentioned during random conversations with the village’s
denizens), is how the villagers will continually harass you about
how long it’s been since you’ve played, what time it is when you’re
playing, and "what ever happened to (other player(s) on this
card’s save), I haven’t seen them in a while!" They will
also stir up some friendly rivalry by talking good about the absent
player, but never about you…and then turn around and do the same
thing to the other player when it’s their turn at bat! What a
bunch of weasels!
Basically, what Animal
Crossing is really about is teaching you to be a
conformist. Your bill’s paid up? Time to get back into debt via
enforced home improvement! Rather take it slow, and leave the house
"as is" between loans? Prepare to be badmouthed, harassed
and frowned upon by not only the HLA (or whatever the mysterious,
invisible home rating commission calls itself), but people all over
town, who will insult, cajole and admonish you on the merits of home
improvement! And need we get into the whole clothing
"fashion" issue? There may never have been another game in
history so unidirectionally focused towards maintaining the status
quo of contemporary adult society among the youth of tomorrow via
not-so-subliminal value manipulation as this. Congratulations,
Nintendo!
One of the
nicest things about Animal Crossing is that in many ways, it
can be personally tailored and customized to your preferences. Don’t
like the town melody? Then change it. Want to teach the villagers
(each of whom has their own "catchphrase") a new one? Go
ahead. Think the clothes look awful? Then design your own and then
sell it at the Able Sisters. It can be quite amusing to see another
resident wearing your design, particularly if it’s a deliberately
absurd one. Want your whole village wearing the anarchist logo?
Design it and put it up for sale. You never know…
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