
I'd hesitated to opine on Harvest Moon: Island of Happiness because the Harvest Moon series is so niche, but enough of you requested, and I am nothing if not a Servant of the People.
I actually find the franchise in general to be fascinating. It's really evolved so little since its inception. You are a farmer. You grow crops in 6 x 6 squares and sell them; you raise and care for cows, chickens and sheep, and you sell milk, eggs and wool. You make your house bigger. The seasons pass, you make friends with the townsfolk and you get married, and that's about it.
The game's primary elements hinge of the farming, fishing, animal care and general cash-raising, and the elements of socializing with the townsfolk are somewhat optional and secondary. But that's really the most interesting part -- that, and the fact that time passes. When fall comes, the scenery turns red and gold; pink cherry blossoms abound in the springtime. The evolution of seasons and the evolution of relationships alongside it provide, together, emotional impetus to continue and to invest in what is essentially an enormously simplistic grind in terms of gameplay.
Simplistic in that you push the same button to repeat the same tasks over and over -- but Harvest Moon has always been especially complex, even speaking in sheer technical terms when you think about the number of stats, both visible and invisible, that your gameplay affects. If you're not familiar with the series, just take a quick glance around the Ushi no Tane fan resource. This is probably my favorite FAQ/fansite for any game ever, because it's so comprehensive. When I bought Island of Happiness, I happened to see the game's companion strategy guide, and it's so dense you could stop a door with it, so there's quite a lot to catalog, but this site has got it all.
So while it's repetitive, there's tons for imaginitive players to sink their teeth into. I've always played it only on the portable; I've never played a console Harvest Moon, because it's the sort of thing you do in short bursts on the subway or for a lazy, soothing hour or two after dinner.
If the series has a flaw, it's that it's struggled to find useful ways to iterate on a complex formula. It also tends to have quality issues in each version, like pretty major bugs -- the DS one has a bug that makes it literally impossible for the player to accomplish certain things, for example, and it also has one that, once the player learns to game it, can allow you to gain overnight more money than you could ever raise on your own, so much as to demotivate the gameplay.
Longtime franchise fans will be glad to know that Island of Happiness seems, at least 10-15 hours in as I am, to have resolved a lot of the quality issues. They'll be less glad to know about the new control scheme. It's entirely stylus-driven; if you prefer to move with the D-pad, guess what? You can't. It feels very weird at first, a steep barrier to entry for those expecting a familiar experience, but you do grow accustomed to it.
The major flaws with the control scheme are, firstly, the fact that the stylus now often points the player on a diagonal, but you still can use many of your tools only facing up, down, left or right. Adding so many natural diagonals means that if you're trying to chop wood, for example, you'll miss, and kind of have to wiggle yourself so that you're the proper proximity from the log. Plus, you pick up or interact with items by touching them with the stylus -- running over to a log or stone to chop it might result in you picking up the log or stone instead.
Second, placing and throwing stones and logs is nothing short of a major pain. With the button-based controls, you could essentially walk to where you wanted to place an item and set it down directly in front of you -- now, you place or throw by tapping and then dragging the item from your hands to where you want it, but this is always a trial-and-error process. Like most things with the new controls, it does get easier with practice, but still a pain.
You automatically put anything you pick up into your rucksack, too. So basically, the major problems come down to picking things up and putting them down when you want to, but the majority of the control issues are things to which you quickly become accustomed.
The game's look is finally updated in a clean, constructive way. It's still top-down, thankfully (gag me over the PSP versions), but graphically it's pretty good looking. And the difficulty curve is way, way steeper. Weather affects your ability to do your tasks much more than it ever did, items now have quality grades that affect their shipping price, it' s much harder to keep your stamina up and the world unfolds for you much more slowly.
The steeper difficulty curve is actually kind of a boon, though -- this isn't a game where you'll wham-bam everything by year 3 and have nothing else to do. Rather, it's a more gradual process of chipping away at a broader series of goals. You're tasked with restoring the whole island, not just your farm, so in addition to expanding your house and barns and so forth, you're building roads, bridges to new areas and things like that. I had always felt something of a schism between my home and the town, so making the entire works your character's purview helps dissolve that a bit.
The town population is likeable -- and ever growing. The more you accomplish, the more people move in. There are like 90-something total characters to unlock in the game, but the vast majority of these are sort of portrait-less filler sprites that show up in response to achievements you've made -- like, ship a certain number of fish and little fisherman dudes start showing up at the town's watering holes, just standing there all day. Other major characters do require you reach certain areas or complete certain growth requirements before they're attracted to the land. Some of them will also move out if you don't talk to them or take care of the land. This makes maintaining your social relationships a necessary task and not an optional one, but it doesn't feel all that burdensome.
Summary judgment: It's good, much more solid than it usually tends to be, if you're tenacious about dealing with some things that are different from what you're used to.
I'm sure many of you wanted a more experiential analysis, and I'll be getting to that shortly. I'd like to explore what really makes the series tick, and why it's so challenging for it to make really constructive strides forward, and try to pin down what makes it so appealing that I persist with it when design issues like Harvest Moon's probably would have made me ditch any other title.
Meanwhile, got questions? Leave 'em in the comments, and I'll answer them in the next post.
Oh, and before you ask, yes, the bachelorettes are cuter than ever, although there seem to be fewer than ever, with no "special" or secret brides that I can discern. The bachelors? Well, they're better than usual, if that makes sense -- this is the guy I'm hung up on. I love distant jerks. <3 And I would like to play Tree of Tranquility on Wii, but it hasn't shown up yet. I think it's delayed.
20 comments:
My main problem with the 2 harvest moon game's I've played was that time passed too quickly. I would set up a garden, then I have to water it and take care of it when what I really want to do is talk to everyone in town and go to all the festivals.
I really would like being able to hire a farmhand that would do a lot of the basic stuff for you. That way I could run out to my field and get corn if I need it, without having to spend half of every game day maintaining the farm. (of coarse then it could turn into Sim Farm, or Plantation Tycoon. That's no good ether)
Have you tried rune factory? I want to hear your take on that sort of genera blending. I would personally love to see a mario party/final fantasy/harvest moon game with all the best elements mashed together. But there might be a good reason why they don't make that.
Kyle -- in the last 2 portable titles I played, you can hire someone. There are harvest sprites that can be taught to do various tasks on your farm. Once they level up enough through practice, you can pretty much assign them to do something like water your field daily without having to worry about it.
There are harvest sprites in this game, too, but you unlock them so slowly that I can't tell if they can be made to help you yet or not!
There's not a lot of info online yet. Maybe I should break down and just buy the strategy guide!
I've always been curious about this series, but never enough to plop money down on it. One thing I'm curious about: is it sort of a Madden thing, where they just get fans to buy each new iteration based on some token tweaks and changes? Or is there some genuine alteration of the systems from version to version that makes it feel "new"?
Matt, the "systems" get minor tweaks -- sometimes for better, sometimes for worse -- but what's wholly new each time around is the environment and the characters, which really form the world's story. Some touchstones are the same, but much changes, too.
Expect an article from me soon on how it provides you a character toolset to create a player-driven story!
How would you say it compares to 'Harvest Moon: Back to Nature'? This is the only Harvest Moon title that I've played and really enjoyed. Although I enjoyed the game very much, after a while I was left wishing there were more activities or townsfolk. It seems like Island of Happiness may have fixed that :)
Player-driven story? Color me intrigued.
Vaughn, huh? Yeah, that explains a lot, yet somehow is no surprise. ;)
Now you've gone and made me want to pick up the game.
I briefly played the VERY first harvest moon, all those years ago. Question: is this the best one to "start" with? In other words, would you suggest IofH to those who have never played before, or would you suggest a version with a simpler learning curve? Will my farm quickly become overrun with ravens and withered pumpkins if I've (almost) never played previous versions? Or does the game have a decent amount of hand-holding for those who aren't HM veterans?
Gracias!
Savid
I'm a little more interested in Rune Factor 2, myself- the graphical style is appealing, and I suspect the dungeon-crawling element might give the game more shape for me.
Did anyone here have any thoughts on the first one? I was going to get it, but saw the sequal was on the horizon.
I've always wanted to get into these games, but I didn't quite click with the one I bought (A Wonderful Life on the GameCube). They seem right up my street. Does the series have a standout entry that'll get me hooked? I'm afraid to take a chance on another one in case I feel the same again. There are so many of them...
crdbrdbox -- I never played Back To Nature, so I can't help you there!
Savid Daunders -- Oh yeah? What does it explain? :) Be honest. And I can't really say if this is the best one to start with. I feel like it might be challenging for people who are unfamiliar with how everything works. In my opinion, the best and most accessible and immersive design for the series was in the GBA versions -- Friends of Mineral Town if you want to play as a boy, More Friends of Mineral Town if you want to play as a girl (More Friends also fixes some bugs and adds many more events and cut scenes, if I'm not mistaken). If you no longer play GBA, the earlier DS ones, Harvest Moon DS (for boys) and Harvest Moon DS Cute (for girls) are pretty good, too, if lacking a bit of the same depth I found in the GBA ones.
-Regarding the Rune Factory questions. I definitely liked the game mechanics and those will appeal more broadly to fans of RPGs. Playing Rune Factory might be a good place to start for people unsure about Harvest Moon. My criticism of it is that it focused more on the dungeons and the monster leveling than having a really interesting or challenging social network for the town.
David -- see my answer to Savid. Do the GBA ones!
Oh geez, what have I gotten myself into this time?
Here goes… First off, let’s see what we know about Vaughn. Other than him being a distant jerk (as you put it), he’s well, a cowboy. A good looking cowboy at that. And his name is Vaughn, which definitely sounds like a good porn name. That’s about all I knew when I wrote that. So what does this seem to imply? Well, combined with only a tertiary knowledge about you, I can pretty safely say you like sexy men (but who doesn’t, really? Other than… you know… many dudes and some chicks.). The cowboy part implies you probably like strong, mysterious, semi-serious men, or at least you’re attracted to the mystique of them (even if they may or may not be the ideal long-term mate. So maybe we’ll put that one in the fantasy bucket.). (Ever read any romance novels?) But going back to the name Vaughn, let’s just say it (as well as the title of your blog, among other things) says something about your… ummm… ongoing womanly desires, if you catch my drift. ;) (but again, can’t fault you there! That one also goes into the fantasy bucket. Ker-plunk!).
How'm I doin’ so far? I basically just pulled this all out of my ass, so let's see if I earned that A in sociology 101 all those years ago.
Bow w/a Flourish,
Savid
Savid -- well done. I actually do like mysterious men!
I smell a future aberrant gamer column: What does your Japanese dating sim stereotype preference say about you?
It's very good about the spectacles!
...
OK, that was funny to me anyway. If you didn't get it, try watching a bit of this... http://www.youtube.com/watch?v=3moY-LkNdcs
That's actually 1/2 the reason I want to play IofH - to see what MY dating sim stereotype preference is! I look forward to the column (should there be one).
BTW, as a fellow NYer, if you're bored on this Friday night, make your way down to Sullivan Hall (214 Sullivan, i.e. Sullivan & W. 3rd) to check out Spiritual Rez. You won't regret it. Even my grandma couldn't help but dance her 80 y/o butt off.
http://www.myspace.com/spiritualrez
thanks for the tip Leigh, I don't actually do handheld gaming at all (I feel like it should be alhttp://sexyvideogameland.blogspot.com/
Sexy Videogamelandl or nothing, and reserve spare time on the bus for a book or 5) but if they are implementing a 'you don't have to do it all yourself!' model maybe I should pick up one of the newer console titles.
I'm really pleased to hear that the difficulty is up and that your sphere of influence is throughout the island and not just your property. I'll probably pick this up whenever I get the chance!
Re: Rune Factory
Being the first run of an experimental system, it had some balance issues. Dungeons earn you a huge amount of money without limit thanks to mining, and you can easily buy everything there is to buy halfway into the first year, which is way demotivating. The game plainly pushes you into completing dungeons, and farming becomes an afterthought pretty quickly -- particularly, raising livestock is obsolete when you can make money without spending money in dungeons. And unfortunately, dungeoncrawling is rather two-dimensional: craft a nice weapon, equip a healing spell, and you can beat anything in your level range. The town aspect is also pretty poor with no interesting characters or fun festivals.
An okay game, but I didn't think it held up to the Harvest Moon series. I'm interested to see what they change in the sequel.
Maybe it is just me, but I fell in love with Harvest Moon back on the SNES when it first came out to the US. Exploring what you could do in the game was just as enjoyable as farming your way to a bigger house so you could support a family. It had a certain charm, I think, that some of the new Harvest Moons lack.
As the series progressed and Natsume kept trying to add more and more features into Harvest Moon, it felt (to me) that they began drawing away from the concept of living an alternate life in this little farming simulation. Despite the niche market, it had great replay value and opened up the opportunity for players to create their own stories about the world that their farming alter-ego lived in.
You bring up the point about how each iteration of the series places you into a new world, but your farm still the same, like some agarian nexus which the rest of the world sort of pivots on in some aspects.
The ill-defined characters are something that, I think, is left intentional. Going back to the player-constructed narrative I was referring to earlier, it sometimes matters more what they don't say and do. Each person pulls away something different from playing the HM games for a long period of time, be it in chunks on a portable console, or all at once on a home system.
You mentioned that you play the game to unwind, but what do other commenters get out of the Harvest Moon?
I an informed from early reviews that Rune Factory 2 has better combat, a rebalanced economy, and much more interaction with the townsfolk.
Hence my interest in it.
Hnnn, Tree of Tranquility is (apparently) coming out on the 30th. It's kept getting pushed back a couple weeks every time it's almost out, but I think it might actually happen this time since the strategy guide is now available.
I hear you can raise ostriches, and you can ride them around in place of a horse. That HAS to mean it's fun, right?
I'm not sure I can bring myself to play another Harvest Moon game...I don't think anything can live up to the original. Maybe I'm just too much of a purist.
BTW, I read your post on Kotaku regarding the survival horror genre. It was dead center with everything I've felt about the genre for a while. Maybe the Western genre should be called something different altogether, like "survival action", or "survival carnage".
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