Tag: switch

Spyro The Dragon – Small but Mighty:

As I’ve mentioned before on the site, I was a PlayStation kid. When I was small, my parents were trying to find what it was that interested me, that brought me joy. They wanted something that they could bond with me over, which was hard to find considering how solitary some of my hobbies were. After seeing my excitement over a tiny basketball game themed around Shadow the Hedgehog that came with a kid’s meal at McDonalds, they decided to take a stab in the dark and see how I liked video games. So, we got a PS1 for the family. We picked up a few games such as Crash Bandicoot, Croc, James Pond and of course, Spyro.

For those of you who have done the maths and realised that the PS1 actually came out before I was even born, you’ll have realised that by the time I had got a PlayStation, the entire original trilogy of Spyro The Dragon had already been released for a good few years. I didn’t care. So many of my childhood memories are intrinsically connected with the adventures of the famous purple lizard, that I still revisit the series to this day. Heck, my mum, and I regularly 100% the games whenever I’m home for the holidays. It’s become a tradition, a chance to bond and catch up (and plot the murder of that goddamn bear).

Will Spyro ever get a holiday? No. He won’t.

Amusingly, I haven’t played the remastered editions of the original trilogy. My parents still have the original disks and a PS2 that is clinging on to life, so I’ve not seen the point of purchasing the remaster just yet. The same goes for the Crash Bandicoot games, not that I’ve ever finished the first one… Though now that I have moved out of home and am off living the adult life, maybe I’ll pick them up, as a little reminder of home. Having little things to remind you of home are important. Whether your home is with your biological family or the family you chose, being able to bring those people to mind when your thoughts get a bit too loud, is a comfort.

From the moment we are born, we build associations between our experiences and our reactions to said experiences. For example, when you touch a hot plate as a kid, you very quickly learn not to repeat that behaviour. That’s because your brain quickly makes the connection between that feeling of pain and the action that caused it – a technique called negative reinforcement. There’s been many a psychological study on the different types of reinforcement and their effectiveness but that’d take up more words in this article than there are grains of sand in a beach towel. Naturally, my mental health conditions have caused a lot of negative associations to be built in my mind, otherwise known as “triggers”. To combat that, I’ve tried to build positive ones. Spyro, has been one of these for as long as I can remember.

Some of these lizards still give me trouble now…

Whether it was a way to keep six year old me still whilst she checked my hair for nits, or a way to calm me down the night before my exam results, Spyro has become a lot more than just a game series to me. It has been the background to so many important conversations in my life – be that coming out as gender-neutral, discussing how I’m really feeling or coping with the loss of my grandfather, these games have become such an integral part of my life. As a military brat, I’ve lived in a lot of different homes. The main constants have always been my mum, my dad, my sister, and Spyro the Dragon. Whether it was sitting on moving boxes at age eleven right before starting secondary school or lounging on a beanbag the night before moving out of home, it’s something that I will carry with me forever.

Replayability of games is a big problem in the industry. After all, what’s the point of paying £40 or more for a game that you will only play once? Especially in more stressful financial times such as lockdown, deciding whether you can afford an expense such as a new game is a troubling one. Yet, the adventures of the pint-sized purple dragon retain the same level of excitement and comedic value regardless of how many times you’ve completed the games. It’s got to a point where we remember every single hidden nook and cranny, any secret areas, and shortcuts, as well as which areas we can assault Moneybags in. I hate that bear. So much.

I hope you fall in the piranha filled swamp.

There’s something about collectable based games that are very satisfying. The more popular AAA games tend to be harder to 100%, as there tend to be ten million odd bits to find. Take Assassins Creed 2 – with its endless supply of feathers to find, or the pigeons from GTA IV. Sure, you’d come across some of them across the course of the game but nowhere near enough to justify taking the time to hunt down the final few. Plus, the rewards are rarely worth it. Heck, catching all the Pokemon in the more recent games has become ridiculously difficult (due to trading requirements and version restrictions) yet all you get is a digital achievement. However, with the Spyro games, you get rewarded for picking up everything and anything you can find.

As much as I despise Moneybags and his constant appearances in the trilogy, as well as the later games, he does serve a valuable purpose. To unlock certain abilities, levels, and areas, you need to pay this money grubbing bear a specific fee. He acts as a barrier to ensure that you are collecting the treasure that is scattered all around the worlds in the Dragon Realms. As you progress through the game, his prices increase, actively encouraging you to be a completionist to reduce the time you’d have to spend backtracking. Plus, at the end of Year of the Dragon (the third game), you get to chase him around and torch his bottom until he surrenders all the gems, he stole from you.

My favourite of the original trilogy. Getting to try other characters, Sparx levels, new mechanics and approaches? Beautiful.

Although the original trilogy did have its problems (looking at you wonky flying mechanics and the Hunter minigames in the Spyro 2’s speedways), it always rewarded it’s players. Be it unlocking a permanent fireball upgrade, a treasure horde, or a series of fun minigames, your hard work pays off. Also, there’s something incredibly satisfying in opening the progress menu and seeing those golden 100% markers next to every level.

Regardless of my emotional ramblings, the Spyro trilogy is still good fun so give it a shot. As of this article being published, I’ll be off celebrating my 21st birthday with my family so I hope you all have a fabulous day and are staying safe!

Remember to like, comment, and follow the site both on WordPress and over on our twitter @OurMindGames. Till next week,

CaitlinRC.

Stories Untold – We All Must Face What We Have Done:

As we have covered many times over the last year, I am not a fan of horror games. Any enjoyment that could be derived from being scared, is ruined by the paralysing anxiety that accompanies it. I tend to avoid any and all horror like the plague – better than safe than sorry. However, when it comes to psychological horror, I’m a bit more open minded. Psychology has always fascinated me. People often like to joke that those who like to study the inner workings of the human psyche, are either wanting to understand the “unstable” or are “unstable” themselves. Obviously, it’s a whole load of rubbish but there is a grain of truth in there.

Humanity, as a species, strives to understand what we often deem impossible to comprehend. We quantify and label, document and test everything and anything we can get our grubby little hands on. There’s so much we know about the world around us yet so little we understand about how our own minds work. With words alone, we can change a crowd into a mob, start a rebellion, incite cruelty and bring joy to those who seek it. I’ve never been good at understanding emotions, particularly my own. Anger, hatred and cruelty are all foreign concepts to me.

So, when a game claims to be a psychological horror, I am curious as to what hidden truths it will strive to extract from the gold mine that is the human mind.

Stories Untold, is one such game. Presented as a four-part episodic experience in the style of old school text adventure games, it weaves such an intricate web that when the finale arrives, it knocks you flat on your back and holds you there – controlling every rise and fall of your chest. Even when you know what is coming, repeat playthroughs allow you to notice every subtle link and minute detail that builds such a vivid picture in your mind, it’s as if you are standing there, watching it all unfold in front of your eyes but are powerless to do anything to stop it. I love it.

Now, if you haven’t played it and want to do so without any spoilers – stop reading now, go play it and then come back with the experience fresh in my mind. Do come back though, I’ll be lonely otherwise. For those of you who are still reading, lets talk spoilers. The first three chapters each seem to have their own standalone story, meanwhile the final chapter links all of them together. I’m going to talk about each chapter in turn. The four chapters are titled – The House Abandon, The Lab Conduct, The Station Process and The Last Session.

Don’t pick up the phone. You never know who is on the other end.

The first episode, The House Abandon, follows the more traditional style of text adventures. You, the player, drive up to your family’s holiday home. After starting up the generator and unlocking the front door, you’re given the chance to explore the building – reminiscing about your childhood and the fond memories that the old walls hold. Eventually, you find your way to your bedroom and find your old computer – that your father dug out of the attic, along with a copy of a very familiar game, the House Abandon. Upon booting up the game, the power goes out. When everything flickers back to life, it’s all changed. The welcoming house becomes filled with stains, broken windows, dead carcasses and ominous writing on the walls. Instead of a kind note from your father, the note in your hand spits cruel, terrifying and hateful messages – to the point where it seems to burn into the palm of your hand.

A phone rings, breaking the uneasy silence that you have fallen into. You hear breathing down the phone and soon you realise that you are not alone anymore. Creaking floorboards, flickering lights and blaring alarms all echo around you, as if the house you are sat in, playing the game, is the same one as in the game itself… You struggle to distinguish between the actions of your player exploring the house and those of the individual sat controlling those movements. Negative emotions and memories pour out of the protagonist like a tidal wave, culminating in the door behind you creaking open. The computer accuses you of an unknown crime, demanding that you admit that it was all your fault. It barrages you with insults, hurling abuse until you at last type the words “It was all my fault”. It’s response? “Finally.”

Not an ominous setup at all.

In The Lab Conduct, you play as Mr Aition – a volunteer who has agreed to take part in a series of experiments conducted by Dr Daniel Alexander. These experiments are performed upon an object called “artefact 23”, which was recovered from a crash site for further study. Locked in the isolated laboratory, you use various machines such as an X-Ray, sound wave generators and high-powered lasers on the object. At first glance, the artefact appears to be an animal heart of some kind, whose heartbeat we restart. However, upon exposure to extreme frequency sound waves, it explodes and reveals a metallic sphere.

As a child, you’re always told not to stare at the sun, or it’ll hurt your eyes. Well, in Stories Untold, don’t stare at the hovering metallic sphere or it’ll knock you over, draw some blood and “connect” you to its inner core. You know, just normal things. Once connected, you walk through the spheres memories – reliving the crash, reaching out to a silhouette for help and waking up in a hospital bed, covered in wires and recovering from a torture session. When you pull out the wires, an alarm goes off. You, Mr Aition, hear that alarm as well. Yet again, the events seem to be occurring at the same time. Once you instruct the creature to leave their room, Dr Alexander recognises that you are causing this and begs for you to stop. Yet, you do not stop. You release all the spheres. They converge on you and as the world fades from around you, the last words of Dr Alexander ring in your ears – “Someday Mr Aition, this will haunt you.”

Don’t go out in the snow alone. People don’t come back.

The Station Process is a chapter that leans into the love of puzzle-solving that echoes in the hearts of most gamers. Using a microfilm reader with a guide on it, you, only known as “James”, must decrypt a series of signals and submit the correct code in order to pass on the relevant messages. The puzzles involve decrypting Morse Code, observing patterns and adjusting frequencies. Nerd that I am, I adore them. After all, what’s the point of studying Computer Science if you can’t show off your understanding everything occasionally? As you complete the puzzles, your fellow communication tower operators talk about something coming, attacking supply teams and ripping entire cabins out of the earth.

One of the signals you intercept is a distress signal that details how the rest of the world has been collapsed by the creatures that now stalk the mountain range that your cabins are situated on. They beg you to lock your doors and stay inside, but fate has other plans for you. When the main transmitter is knocked out of place, it’s your job to go fix it. When you’ve done so, you hear the voice of Station 2, a kind female voice, seemingly going into shock – unable to feel her legs and just wanting to rest. You can’t help her; you can’t help anyone. When you finally get back to the cabin, it’s not the one you left. It’s the bedroom from The House Abandon.

One of these things is not like the other, one of these things does not belong.

Clearly, there’s an overarching plot between these episodes. These lingering threads are all pulled together in The Last Session. As the opening credits play, they pause and pull back to reveal that you’ve been watching a TV show. Your character, James Aition, is wheeled by Dr Alexander into an empty room with a cassette recorder and prompted to try and recover the memories of what happened before he arrived in hospital. It is revealed that you were involved in a nasty car accident and had been in a coma for two weeks prior to the events of the game. Your last three attempts at recalling the accident had ended in panic, with the truth being mixed in with fantasy such that you couldn’t tell which was which.

The game proceeds to take you through the previous chapters. You return to the communication tower and examine the microfilm – which now displays a police report about the traffic accident you were in. Your sister, Jennifer, was trapped and critically injured and the other driver was found dead, with an empty bottle of whisky in his hand and stinking of alcohol. However, upon solving a puzzle, you hear a testimony of a friend of said driver, claiming that the guy had never spoken about alcohol before and would never imbibe like that – especially considering he was a former police officer. He accuses James of foul play.

Never been a fan of hospitals. Don’t think I ever will be.

We burst into the emergency room, to James’s heart stopping on the gurney and a haemorrhage threatening to destroy any chances of resuscitating him. Upon the doctor’s orders, you restart your own heart and drill into your skull – saving your life. As the drill approaches, you startle awake in the computer desk from The House Abandon. It details a leaving party being hosted by your family, to celebrate James going travelling with his friends abroad for several months in the new year. After having a few drinks and being gifted a nice bottle of whisky from his dad, Jennifer asks James whether he can give her a lift home. Unfortunately, you can’t say no to this choice (trust me, I tried).

As you stagger to the car, forget to take the handbrake off the car and drive faster than is safe, even when sober – Jennifer slowly realises that James is drunk. She begs him to slow down, to pull over, to just stop, but he does not listen. He goes faster, eventually crashing directly into oncoming traffic. When he awakens, he drags himself out of the car – leaving his sister in the burning wreckage. Terrified of going to jail and wrecking his reputation, James decides to frame the other driver by pouring alcohol on him, removing his fingerprints from the bottle and planting it in the dead driver’s car. When the police arrive, James collapses from his injuries and wakes up in the hospital room with Dr Alexander. The doctor takes James back to the TV room, stating that he will report what James said to the police.

Sometimes telling the truth, is the hardest thing to do.

More than anything, Stories Untold is about consequences. You must live with the consequences of your actions. Your choices affect more than just your life. They ripple, like pebbles on a lake’s surface, spreading further and further out until they form tidal waves that threaten to consume the lives of so many. In this case, James’s actions caused the death of his sister, the grief of his family, as well as the death and attempted framing of an innocent man. His panic at reliving what he had done, his refusal to accept the horrifying reality of his memories – all these lead us on this journey through the shattered remains of a young man’s mind.

Anyways, I hope you’ll all think a little about the stories that you tell and whether they are stories that you’d want people to hear about or not. If not, make positive changes. I believe in you. Like, comment and follow the site – both here and on Twitter @OurMindGames for future articles.

Much love,

CaitlinRC

The Legend of Zelda, Breath of The Wild – Everything Is A Weapon If You Try Hard Enough:

I’ll admit, my experience with the Zelda series has been a tad of a rocky one. My first experience of it was through the rather… interesting gameplay experience of The Phantom Hourglass. Or as young Caitlin remembers it, the utter anarchy that was The Temple of The Ocean King in the days where I didn’t realise, I could look up a walkthrough instead of just smashing my head against my DS for hours on end. To this day I still haven’t finished that game. Though I am a pro at the multiplayer minigame, where you chase your friend around as a series of phantoms (yes, this is how we spent our bus journeys on school trips).

A little while later, I tried Spirit Tracks and was immediately furious because WHY AM I ON A TRAIN NINTENDO THIS MAKES NO SENSE. Thankfully, my next two games were the 3DS remasters of Ocarina of Time and Majora’s Mask so I finally got to experience what everyone was on about when they raved about the Zelda franchise. I was then quite excited when they announced BOTW because it’d be the first Zelda game that I got to experience alongside the rest of the world, rather than having my playthroughs tainted by my friend’s opinions.

So, I saved up money from my job and spare bits from my maintenance loan (#Student Life) to buy a Nintendo Switch with Breath of The Wild. My mum described my face as I turned it on for the first time as a “child in a sweet shop with pocket money to spend”. Anytime I get to experience a new piece of technology that fascinates me, I revert to my five-year-old self. It’s apparently quite funny to watch (according to my family). During our nine-hour car ride up to visit our family in Edinburgh, I sat on my Switch and booted up the game, excited to lose myself in it as the countryside whipped past my window.

I have never been so angry at a train and I’ve been on Southern Rail.

I’m going to talk about a few mechanics that I really enjoyed, as well as the atmosphere and vibe that the game gave me but I’m not going to spoil any of the storyline. Obviously, a few familiar locations crop up as this is Nintendo and they’re the kings of recycling content (*cough* Mario *cough*) but anything you haven’t heard of before won’t be mentioned because there are always a few people who haven’t had the chance to experience it yet because consoles are expensive dammit.

Most people talk about the grand unveiling of the land in the tutorial, where Link steps out and stares out at the expansive wilderness. As beautiful as that is, something that caught my attention throughout the game was the voice acting. For those who don’t know, I do voice acting on the side as a hobby – helping with fan projects and contributing my voice where I can. So, to play an entry in a game series that has never really been touched by the voice acting community (no Link’s screams do not count), where the first thing you hear is a desperate call for you to rise and face your destiny, is phenomenal for someone like me. I can’t help but appreciate the nuance of each of the VA’s performances, the range of emotion and wisdom you can hear, as well as the personal touches each of them brings to the game.

Like voice acting, the soundtrack can make or break your experience of a game. I know I say this a lot but considering it’s all you hear for however long the campaign is, never mind any additional content, it needs to be good. I can confidently say that like many of the entries in the series, the music does not disappoint. From original compositions to twists on fan favourites, this game has a sound for everything. I can’t think of a single point where I deliberately turned off the music because I didn’t want to listen to it. When the endless stream of videos online that show off the music has over a million views a piece, you have done something right (or horribly wrong if you didn’t intend it)

For anyone who is curious, Patricia Summersett voiced Zelda in Breath Of The Wild – She has been behind many voices in gaming and films, including Hope Jensen from AC Rogue!

Every Zelda game has a “signature mechanic” – be that the Temple of The Ocean King, Rewinding Time or Kinstone merging. Breath of The Wild, though drastically different from many instalments in the franchise, does have a signature mechanic in the form of the Sheikah Slate. This magical I-Pad wannabe is one of the only things that DOESN’T BREAK. You can view your map on it, mark key locations, track your various quests and make use of the runes aka let’s kill everything with SCIENCE. One thing I will point out though is why on earth we are dropping what looks like some kind of magical water on this clearly advanced mechanical creation, I know Link can get rice but I doubt Ganon is going to sit and wait whilst you dry it out.

The runes available to you (after the tutorial) and their uses are:

  • Remote Bomb (Round) – When in doubt, blow it up with a bomb. Explosions are your friend, if you aren’t standing right next to it. The round ones can roll downhill and ruin the dinner of the enemies below you.
  • Remote Bomb (Cube) – Also good for blowing things up but doesn’t roll, making them better for when you’re being chased and can drop them behind you. Try not to mix the two of them up, I’ve blown myself off a mountain by accident far more times that I wish to confess.
  • Magnesis – Allows you to pick up and manipulate magnetic objects, mainly used for solving puzzles. Or if you’re my friend, picking up a metal block and using it to whack every enemy in his radius like a magic wrecking ball.
  • Stasis – Using this, you can temporarily stop time of a specific object e.g. that giant boulder that’s about to crush you. Sadly, you can’t slow down time and have Link do his best Neo impersonation, but if you hit a stopped object enough, when time resumes it will fly off and probably ruin some architecture.
  • Cryonis – Channel your inner Katara and bend the water into ice blocks that you can use to cross rivers, act as barriers against jerks throwing projectiles and raise treasure chests out of the water like the all powerful being that Link wishes he could be.

There’s also a camera if you want Link to become Instagram famous. It’d probably be the closest Link would get to talking and communicating with those around him.

Link is probably thinking about lunch. I know I would be.

Breath of The Wild is a vast, open-world experience. Once you’ve completed the tutorial, you can do anything and go anywhere you like – though I don’t recommend it. Want to climb a mountain in your underwear? Go for it. Have an urge to hit Ganon in the face with a mop? Try it. This game is one that rewards you for exploration and trying things, there is no defined way to do anything. If you meet the base objectives, it doesn’t care how you get there. Much like Skyrim, you are thrown into this massive expanse of a world and just left to it. Now that can seem scary to a lot of people because it can get overwhelming but the sense of freedom the game provides you with is a real breath of fresh air for the series, considering the NPC, problem, dungeon, reward cycle can get old very quickly.

If cooking in real life was as simple as cooking in Breath of The Wild, my student diet wouldn’t mostly consist of cereal, pasta and grapes. All you must do, is throw some ingredients into a cooking pot (available at most stables and in various towns/villages) and listen to the happy music until your meal is ready. Obviously, there is some finesse to it, as different combinations of ingredients will have different effects and rarer ingredients/recipes will have a stronger impact but the system for all of them is the same. Just don’t mix monster bits and regular food, keep the normal ingredients for meals and the monster bits for elixirs. Plus, some side quests require you to cook specific meals so it’s a nice respite from the various combat encounters you face on your adventure.

If you’ve never experienced a Legend of Zelda game before or are just unsure about whether you’d enjoy it compared with the other entries in the series, give it a shot if you can. Even after completing the main story, I went back and travelled around the world on my horse, completing side quests, battling monsters and hunting down every shrine in the game because those missing heart containers were taunting me. It’s also a very good entry point for newcomers as there’s no real reliance on prior knowledge. After exposition grandad explains what tragedy befell the world whilst you were in your weird waterbed, whether you unlock the backstory is up to you. If you want to learn the truth and search for hidden lore, it’s there for you. If you want to run around burning everything to the ground like some demented pyromaniac, go for it. Just don’t blame me if you catch alight.

Meet Exposition Grandad/Tutorial Elder/That Creepy Guy Who Keeps Following Me/JUST GIVE ME THE PARAGLIDER

What game would you like me to cover next? Leave your suggestion in the comments! If you enjoy my articles, hit that follow button and go follow my twitter @OurMindGames to keep up to date with my various antics. I often do polls on there to determine future content so don’t miss out on having your say!

Until next week,

CaitlinRC

Animal Crossing: Who knew crippling debt could be so relaxing?

Nintendo is known as one of the most successful and popular game companies of the past few decades, with their leading man Mario becoming a household name throughout the world. So, when they come out with a game not set in the Mushroom Kingdom, it tends to turn a few heads. Imagine our surprise when the game they produced was all about… everyday life. Animal Crossing came out 18 years ago and has inspired sequels for each of Nintendo’s consoles, with a new instalment coming to the Nintendo Switch sometime this year (hopefully).

I never played the original, as I grew up as a PlayStation child – living vicariously through the lives of Crash Bandicoot and Spyro The Dragon. When I finally got my hands on a Nintendo DS, my focus was more on trying out these “Pokémon” games that everyone was raving about rather than some weird town simulator featuring goofy animals. Looking back on that time in my life, I wish that I had picked up the series sooner as it would have brought my young self so much joy. Though I can’t deny that Pokémon Diamond brought me dozens of hours of happiness during the long car rides to Scotland.

pokemon diamond
Amusingly, it took me several years to actually beat the Elite Four.

Animal Crossing is very much a “Marmite Game”: Either you love it, or you hate it. Despite being in constant debt to Tom Nook, receiving verbal lashings from Resetti and having to deal with the UNGRATEFUL TOWNSFOLK WHO DON’T CONTRIBUTE TO ANYTHING AND MAKE ME DO ALL THE HARD WORK… I still love the franchise to pieces. I do have a love-hate relationship with Pocket Camp though, as I have little patience for picky animals demanding specific types of furniture before they will be my friend.

pocket camp
As much as I love Animal Crossing, I have to resist the urge to run over the campers with my caravan.

Despite the constant tasks and never-ending loans, Animal Crossing is a very peaceful game. It is a simplified version of real life, removing many of the stressful activities that we must complete on a regular basis. Sure, you owe Tom Nook a ridiculous sum of money, but you have an infinite amount of time to pay him back and unlike student loans, he does not take a cut from your paychecks! Yes, the neighbours can be frustrating with their constant demands, but it is literally impossible for them to hate you. Trust me, no matter how many times you hit them with a net – they are angry for about 2 minutes and then they invite you over to their house.

The games work on a day-by-day system. It adheres to your system’s calendar (which you can manually change to speed things along), to decide what the date and time are. So, if you play normally, each day you can collect a few fossils, catch some fish and bugs, visit the museum, go see what is new in Tom Nook’s store and chat with the villagers. The options available to you are different for each game in the series but these five tasks have remained consistent throughout the main game series – ignoring Pocket Camp as it is a mobile spin-off.

intro
I think K.K. Slider is making fun of my lack of friends.

To some people, this may seem repetitive and could get boring quite quickly. However, to anxiety sufferers, this game can provide a relaxing space for them. During the time you are playing it, the external world falls away for a while. All the stressors and negative thoughts can be pushed aside for the moment, allowing you to focus on this alternate life that your player avatar is living. It’s quite hard to put into words how much of a calming influence these games have had upon me, as my own experiences with anxiety will not be the same as any of yours, dear readers.

Let me try to explain with an example. When people go through a stressful period in their life, they turn to certain activities or vices as a coping mechanism. These can calm them when they feel overwhelmed or help them process the events that have been unfolding without as strong a negative impact upon their psyche. For some, their pets can help soothe them in times of need. An animal’s sensitivity to their human’s mood is remarkable and can be a great comfort in their time of need.

In my case, video games are one of my coping mechanisms. Not just for anxiety, but that’s what we will focus on here. Being able to lose yourself in another world, only worrying about the immediate problems facing your character such as a giant dragon trying to eat you or how much Tom Nook is going to charge you to change the colour of your roof, is a relief. It is an escape where your actions are only judged by lines of code and as much as they can have impacts on the rest of the game (looking at you Telltale), it is all fictional. It cannot harm you.

tom nook
Tom Nook – Totally not looking at the secret camera he installed in your home.

A key part of what makes Animal Crossing so beloved in my heart and in the fan community is its consistency. You could argue the same for Nintendo’s other long-running franchises such as Mario and Zelda but these both must try new things to remain interesting to the gaming communities. (Though I would say putting Link on a train derailed the franchise) Nintendo’s cute little life simulator is under no such restrictions. Each game, although slightly different from the last, has the same, if slightly tweaked mechanics and feel to it.

Animal Crossing is about joining a community that has nothing but praise for you, with complete control over how you want to spend your time. No work, no university, no weekly bills to pay. When I was younger, I used to go to my older sister’s town and run around wielding an axe just because I could. Surprisingly, several of her villagers decided to move to my town… I’m still not sure why to this day. It provides a freedom that day-to-day life does not provide. You are under no obligations to perform your mayoral duties in New Leaf or visit the city in Let’s Go to The City. Apart from the introduction with Mr Creepy Cat and the tutorial, there’s nothing you are required to do to enjoy the world of Animal Crossing.

uh.jpg
Anyone who has to say “I’m not crazy” is probably crazy.

Everybody’s experience of Animal Crossing will be different as a lot of the game’s enjoyment comes from how much you are willing to put into it. Some enjoy filling the fish and bug encyclopaedia, others wish to create the perfect house or upgrade all their tools to “gold” standard. I’ve been playing these games for about 10 years now and I can say with certainty that I still enjoy them as much as I did a decade ago. I am intrigued by the upcoming Switch entry in the series, despite the complete lack of information provided about it. By intrigued, I, of course, mean RIDICULOUSLY EXCITED.

 

switch ac
Animal Crossing has always been the perfect game for handheld devices. Hopefully, the Switch version does it justice.

Obviously, this game series is not for everyone. After all, nothing in the world is. How we seek to comfort ourselves in times of stress, is of course up to us. If you’ve never tried the games or didn’t enjoy them at the time, do give the new Switch instalment the benefit of the doubt. After all, who doesn’t want to be in debt to a manic racoon? Just make sure you lock your character’s door at night… who knows what ends he’ll go to in order to get his Bells…

See you soon,

CaitlinRC (Not Tom Nook)