December 2005

Farm simulation, yet not quite simulation? That is what [i]Harvest Moon: Friends of Mineral Town[/i] is. I haven’t played any of the other [i]Harvest Moon[/i] games prior to this one, so I won’t be making any comparisons, but I will start off by saying that this is a decent game overall.

The story is pretty simple. You befriended an old farmer some time back, and he died and left his farm to you. So, you start off with almost nothing, and you are supposed to make your farm successful. Between planting crops, raising cattle, fishing, mining, and other activities, you can gain great wealth.

As limitless as this game is in that respect, it kind of falls into the category of those sandbox titles like [i]Nintendogs[/i] and [i]Sim City[/i], where you don’t so much beat the game as much as you just get tired of it. That is what happened to me.

When you start the game, you are limited to just a few items. As you plant crops, go mining, or sell stuff you find, you will earn money. As you earn money, you can use ore from the local mines to upgrade your tools, thus making your job easier. Watering plants one square at a time (everything is grid-like in structure) can be a bit of a pain in the ass. Running back and forth from the water hole to your plants gets tedious as well.

On top of the plants, if you get chickens, cows, or sheep, you have to tend to them every day. This eats up a lot of time, which in a given day you don’t have much of. Then of course if you dig up ore in the local mines, there’s more time.

Time is handled in a pretty good way in this game though. You wake up at 6am and should be in bed by 8pm. If you exhaust yourself before the day is up, you may oversleep, which makes getting everything done the next day a bit more difficult.

Time is a big thing in this game too. The shops in town are only open at certain times of the day and only on certain days. If you need supplies, you need to plan out your schedule. You also need to plan out what plants will net you the most profit, and what animals will do the same.

[i]Harvest Moon[/i] does get a bit tedious. I played about one game-year in the course of a few weeks, and I was starting to find myself rather tired of it. I wasn’t making much progress, and all of my money was just going into making more money. I also couldn’t convince the girl I wanted to actually marry me, which kind of pissed me off. Yes, you can get married in this game, but I clearly was going after the wrong girl. I couldn’t help it. Karen was a cutie!

Perhaps I got tired of the game because it was winter. Since the seasons do change how you spend your days will change as well. You can’t plant anything in the winter, so you’ll spend a lot of time chopping wood for spare lumber and mining for ore so you can make money or upgrade your tools. There’s still plenty to do in the winter, but if you had the right crops, planting them was the best way to make money.

Should you try [i]Harvest Moon: Friends of Mineral Town[/i]? I don’t know. I did enjoy it for a while, but then I just got tired of it. Perhaps it’s because it felt too tedious towards the end and it felt like I wasn’t making any progress. Perhaps it was because I couldn’t even get myself married. Maybe I was just tired of all the mining. I couldn’t tell you exactly.

[i]Harvest Moon[/i] is not a bad game, but due the repetitious nature, it can get tiring. It’s certainly not a game you will play for hours at a time, but I suppose that’s why it played so well on the GBA.

If you have liked [i]Harvest Moon[/i] games in the past or you like having a free-roam type of experience in your games, then [i]Harvest Moon[/i] will likely suit you. If semi-simulated farming doesn’t do anything for you or you prefer the “beat bad guy X and save girl Y,” then perhaps this game is not for you. If that is not the case, then maybe you will enjoy it. The upside though is that it can be found at a pretty decent price. It’s been out for a while, so you shouldn’t expect to pay too much for this game if you’d like to try it out.

After having seen much success with both [i]Battlefield 1942[/i] and [i]Battlefield Vietnam[/i], EA has done it again. With the newest installment in the series, EA brings Battlefield into the 21st century, as well as bringing it to the consoles. With a new single player campaign and Xbox live on its side, how does [i]Battlefield 2: Modern Combat[/i] stack up to the other great shooters that have been released recently?

[i]BF2[/i] comes to the Xbox with a newly revamped single payer campaign. The campaign is now mission based rather than being simply a handful of conquest maps where your play against computer opponents. While the single player missions are not exactly riveting story-packed epics, they are enjoyable. The controls are solid and work well in the heat of battle although they are slightly different than the online controls which may confuse some gamers.

If you’re looking for a strategy or stealth oriented campaign then this is the wrong place to look. [i]BF2[/i] has a very arcade vibe about it. You are scored on your speed of completion, how many deaths you unit takes, number of kills, and how affectively you utilize the new “hot-swap” feature. “Hot-swapping” is a way of transporting yourself from your current position to any other friendly within eyesight. This does wonders in helping to maintain the fast paced action feel of the game. Need to get across that bridge but you don’t want to walk? Just put your reticule over any of your companions in the area and with the push of a button you are now in control of them.

As I mentioned you are scored at the end of each mission. You receive stars for your kills, time, and hot-swapping and lose stars depending on how many deaths your squad incurs. You also earn medals throughout your missions for completing various skills and feats. As these stars and medals accumulate you will gain ranks which unlock more weapons for all of the different types of soldiers at your dispense.

While the single player is fun, that’s not where this title really shines through. EA has brought [i]BF2[/i] to Xbox live with a near perfect result. In online play up to 24 people can go all out in two separate modes. The conquest mode from the original battlefield where two teams compete to control strategically placed outposts and drain the other teams point count or the classic capture the flag option. It would have been nice to see at least a deathmatch or team deathmatch option though.

You can play on 13 different maps, which are all very well done and allow for success when playing any of the five types of characters. The maps are all large and look fantastic, but they are somewhat repetitive. There are only four to five different environments in all of the 13 maps but with the enormous scale and player quantity you never really get tired of them, and if you tire of the online play with all the varied play styles available then shame on you. You could snipe from the grassy hilltops, roll in with a tank or helicopter, call in air strikes, plant C4 charges in doorways or on enemy vehicles; anything is possible and it’s all extremely fun.

If it wasn’t apparent after the release of the first [i]Battlefield[/i] then it most certainly is now. EA is really onto something with this franchise. Both a well-polished single player and an addictive online experience make for one hell of a game. While the single player alone isn’t worthy of your fifty bucks, we all know that isn’t why you are thinking of getting this game anyways. One of the best online console experiences to date makes this more than worthy of your hard earned cash.

[floatleft]http://www.snackbar-games.com/images/reviews/daigassobandbrothers/cover.jpg[/floatleft][i]Daigasso! Band Brothers[/i] is a music/rhythm game like [i]Dance Dance Revolution[/i] in a sense, but it’s for the DS and requires using your fingers. It’s known as [i]Jam With The Band[/i] over here, and it was released in Japan in December 2004 just a month after the launch of the DS. It hasn’t been released yet over here, but it’s in development and supposed to be ready for release in June 2006.

For being an import, it’s extremely easy to navigate and find your way around the menus-with it being my first import, I was expecting it to be more difficult, but it’s just a matter of trial and error to find your way around. Not only is that easy but a lot of things are in English for like three seconds when the menus first appear, even the opening cinematic has some guy speaking in English with Japanese subtitles.

[floatright]http://www.snackbar-games.com/images/reviews/daigassobandbrothers/ss02_thumb.jpg[/floatright]There are three separate areas you can go into from the main menu aside from options and demo play. There is Single Play, where you can either play every song (other than two that you have to unlock), or Ticket Mode, where your play three random songs on the difficulty from which you start out (as a beginner) that only has you using either blue, the D-pad (any direction), or red, the face buttons (any button). As you progress through Ticket Mode, you get the next difficulty unlocked, which is Amateur Mode. Amateur Mode converts the red and blue-only directions to assigning every button a different note: up, down, Y, X, etc. There is also a ‘touch’ button that you have to touch so it automatically plays the segment of the song-there’s no time for stylus-wielding in this game, so you have to learn to touch your screen without any fear of smudges. I used to hate touching the bottom screen and getting fingerprints all over it, but this game weans you off that fear, and since the top screen is the main screen, you don’t have to worry.

Eventually, you get into Pro Mode, which is still kicking me in the butt. This difficulty brings in the L and R buttons that you have to press at the right time in sync with pressing the D-pad or face buttons, making it even more challenging. Next there is Band Play, which is multiplayer, single-game card, and multi-card. You only need one card to play with up to eight people, which is awesome. I played it (one card download) with one other person and had a blast. Then there is Infinite Mode where you and up to infinite players can join in on a band-I really don’t know how that works because I don’t even have one friend with the game. Last, there is Edit Mode, which is awesome because once you beat Amateur Mode (not too hard), you get Score Maker Pro (which is located in Edit Mode) that lets you create your own music and save up to four of them and even trade them with other fellow Band Bro players (ha, good luck coming across one!).

[floatleft]http://www.snackbar-games.com/images/reviews/daigassobandbrothers/ss03_thumb.jpg[/floatleft]Another mode is Whistle Mode where you use the microphone to make music by whistling into it, but it’s useless because it can’t recognize the note because you are either too close to it or too loud, so it doesn’t pick up the right note. You are able to choose from 42 different songs, spanning from J-pop, nursery rhymes, Christmas songs, a TV selection (remember a lot of this is Japanese, so the only way to know what song is playing is to know what the song is before you pick it), rock songs ([i]Smoke on the Water[/i] is one of them), classical songs, and video game music. For every song there is a sub-selection of instruments-most songs have eight different instruments, and every single one is different from the other, so the replay value is practically endless. Trumpets, pianos, electric guitars, organs, etc. It has around 48 different instruments.

I got [i]Band Brothers[/i] last month (November 2005), and I have played more hours on this game than all of my other DS games combined. I usually play around two hours a day-it’s that fun. For the $50 I paid to import it via www.lik-sang.com, it’s well worth it even if they are releasing it this summer. The songs are going to be completely different. If you’ve never imported a game, don’t be afraid. This is a good chance to dip your feet into the import scene. I give this game a 10/10. It’s a MUST BUY for every DS owner.

I have an emotional attachment to the original Animal Crossing on the GameCube. I was going through a very rough period in my life-almost a full year of unemployment-at the time the game was released in mid-September 2002, and being able to live an alternate, virtual life was just what I needed to continue to stave off insanity and/or depression (having pretty much exhausted Super Smash Brothers Melee by this point). I played that game everyday for over a full year (minus some days spent without power due to winter storms), long after I finally regained a position in the workforce.

As soon as the gaming community caught wind of what Nintendo’s portable DS system-with its dual screens, touch input, and rumored wireless multiplayer-was capable of last year, we all immediately were filled with visions of possibilities (much in the same way we reacted to the unveiling of the Revolution’s controller). As soon as I saw ‘touch pad,’ I immediately thought ‘hot damn, that’s just what Animal Crossing needed-a useable keyboard!’

Turns out, I was only half right, but I’ll get to that.

If one word could accurately sum up the changes between the GCN version and Animal Crossing: Wild World on the DS, that word could only be ‘more.’ More furniture, more clothing (now including hats and accessories), more tools, more fish, more bugs, more fossils, more conversation, more characters, more interactivity, more room (to paraphrase the great George Carlin, ‘more space for your stuff!’), more secrets, and just generally, more fun. This game is such an improvement over the original-which was an N64 title in Japan that was essentially ported to the GCN for the rest of the world-that the former is now practically unplayable to anyone who has been experiencing the Wild World for even a couple of weeks. That alone should be considered the highest praise necessary for anyone ‘in the know.’

But if you weren’t an Animal Crossing convert a few years ago (or when it was re-released as a Player’s Choice title) and need a real reason to purchase this title, I can do that in one word as well: ‘online.’ Mario Kart DS was nice, but Wild World is the real flagship title for Nintendo’s Wi-Fi Connection as far as I’m concerned. One of the greatest limitations to Animal Crossing on the GCN was the incredibly awkward ‘memory card-swapping’ method for visiting towns. No more; now all you need is wi-fi access and someone’s 12-digit Friend Code (and they need to have yours) and you can visit as many people as you’d like … as long as that number falls under the 32-code limit built into the game. Unlike Mario Kart, you can even text-chat with the other people in the town (up to three guests can be wandering around at once); this title is a ‘communication game,’ after all. Using the stylus to type and manage your inventory was every bit the savior that I knew it would be (using it for movement is clunky but at least not required), but it’s the online play that was the true godsend for Animal Crossing.

To be fair, there is a certain ‘less’ undercurrent counterbalancing the overwhelming ‘more’ of Wild World. For instance, there are no NES games like there were last time; Nintendo wanted to focus on the online play, and being cooped up in your house playing primitive versions of Baseball or Soccer aren’t exactly conducive to that (we’ll forego speculation about them wanting to protect the Revolution’s downloads for now). Many of the holidays have also been excised, in efforts to make the game more generalized to a worldwide audience (although Nook still sells his ‘Festive Trees’; I haven’t run across a Kwanzaa flag or Menorah yet, but I haven’t ruled out their presence); in their place are completely fabricated ‘events’ like ‘Lah-di-Day’ or the ‘Acorn Festival.’ Those two are the biggest blows against the game for fans of the previous title, but in the grand scheme of things, they are very minor details. My only other real complaint is that while each card allows up to four human characters to live in the same town (and the same house), the game is really best experienced by each player having his or her own card and town-having to share living space with three roommates is just as confining as it is in real life. A ‘one Wild World per DS in the house’ policy really is the best, even though it could be expensive.

Sure, the graphics may be the same ‘Candy Land dollhouse’ motif, and the sound is limited by the DS’s tiny speakers (although a surround option might help you pinpoint that pesky mole cricket), and the game still has no real goal, but none of that matters. What matters is that the child-like sense of exploration, discovery, wonder, and fun is the same as well, and now it’s easier than ever to share it with others who feel the same way.

A DS Player?

December 20, 2005

I was an incredibly late adopter of the Nintendo handheld systems. I had an original GameBoy as a kid, but it wasn’t until the NES special edition SP came out that I sprung for one. I was just always worried that I wouldn’t spend much time playing handheld games so I made sure to get a GBA Player for my Cube. The same worry struck when I got my DS, but due to the nature of the DS it isn’t really possible to have a DS player. The touch screen concept just flat out can’t work with a TV, or can it?

With the unveiling of the Revolutions highly unique controller come an endless number of ideas that make the Revolution a definite player in the next gen console race. While talking about how cool a DS Player would be with a friend I came to the conclusion that the Rev controller just may lend itself to this idea. The motion tracking concept that is supposed to be present in that device just may create the touch screen on a TV concept that would make a DS Player a reality. I seriously doubt this is something that Nintendo is even considering at this point, but it would make for an awesome idea.

I suppose there are a ton of logistical problems associated with this idea, but it could definitely work.