What would you take with you to a desert island? No, seriously, what would you take? This was the first question of Animal Crossing: New Horizons asked me when I named my character when I started, and it took me out of the blue. As a test for the music magazine, the new Nintendo switchch starts off easy, as it has been showing the player throughout the saga, but also hiding a very important and deep background. Well, as has been the case throughout the saga.
After quietly opening up on Nintendo 64, launching the world on the Gamecube, moving to the big city on the Wii, or using that "neighbor who chooses mayor and mayor wants …" (enough) with the 3DS installment, it jumps to the idea of Turnch hybrid now turning nuts a little. New Horizons is looking for some great new features, and it does it by taking you to the desert island where you first started and started paying off your bills with the business of Tomatook.
Starting a new life is a hypothetical that leads you to start building a place on a completely wild island. A start that makes us feel small, though not at the same level as Link's exploration after waking up in Breath of the Wild, but at the same time offers incredible warmth. Animal Crossing stays in that capacity, and makes you feel at home, even though you sleep in a tent and in a vacant place.
A world where money grows from trees (no joke) this time we aim to start a civilization on a completely deserted island. And it's all about the Settlement Plan at Desert Islands of Nook Inc. Because of this, you and two other neighbors are going to a different and new place to start building a new community, but without the stress or pressure, it always looks from pruqui prism and relaxation.
So, as time goes on in your first steps during the game, the time leading up to the actual clock dials, featured channels and events or your own animals, the DIY spirit that dominates this installation is completely catchy. Unlike other installations, New Horizons drops almost all its weight in the mechanics of intelligence y Looteo, dies by way of a Pocket Camp game seen on mobile.
Because on an abandoned island there are no shops, or at least it takes time to have them, which is why you first have to make an ax to use to cut wood, or a shovel to remove firewood. The idea is that you do almost everything with your hands, which is why the menu and function tables become your best friends throughout your stay on the island, a place we already predict can last for years, since this Play is permanent.
You collect materials, learn new creations by buying or acquiring them, doing what you need and using them, and along the way you will surely pick up a pair of pp or other missing fossils. Slowly Crossing the Animals: New Horizons puts you in its lochanics loop, until it picks you up and makes you lose time, even though its charm and the great social aspect of it is largely to blame. But we're not going to go into that yet.
Because these installations are a great bet on innovation, or are still faithful to the "beauty" philosophy that shaped IP. Therefore, I will not be able to continue talking and leave resources now in everything related to design or customization. For starters, it should be clear that you can customize the whole island to your liking (which is why you invent it), starting with placing furniture, carpets, or centers of all kinds and ending with making a world of Minecraft-style repairs, which you later find in the game.
The island is your own station, offering you more opportunities than ever to completely mark your style and personality. Although converting it lacks the same space when decorating your home, it takes a little time to move from tent to real house. What happens now can be very manageable when it comes to painting and setting furniture, as with the introduction of a realistic grid system, leaving the footprint of moving a sofa or rotating a modern table.
Clear the point by enabling this development based on the QoL or "quality of life" (come on, user experience) used in interior design, as well as the argument that you can't art more than one thing at a time. If you want to make 3 axes, for example, you need to repeat the process of duplicating the process 3 times. It's annoying in some ways, but it's definitely more closely related to Animal Crossing & # 39; s Gameplay. Don't forget, this is like a Zen relaxation experience – not a racing game, just the opposite.
In fact, and this means a lot, the feeling of time gets lost almost as much as you put yourself into it. The only way to tell the actual hours you are doing in your game is to see that the sun has gone down and that it is gone. At that moment you look at the clock and start to really worry.
However, it makes sense, because New Horizons is able to keep your head constantly thinking about what else to do while doing the work. You chat with the neighbors and you realize you need firewood, you go to the store to think about turnips and remember that you have a ticket for a mile to visit another island; you go fishing with insects you need to complete the museum collection crossing your path … And of course, you add lots of things that are always fun and fun at Joy-Con.
Returning to the news, especially for those who are already terrorists here, it's impossible not to think of Nokophone and the new mile system. The first is a tool that opens a new menu where you can access discoveries, fish and bug encyclopedia, image mode or activate collaboration on the same console (you can play with other users on the same console on your console to get started, giving you leadership wherever you wish).
The second is really exciting, because it becomes a money system that rewards you for normal actions. Money is still a breeze, but miles allow you to find other unique things like upgrading your property or tickets to get closer to other islands and to get different services or neighbors. It's a good suggestion, in addition to the first impressions, because it compensates the player with simple tasks and maintains winning goals for those who need those incentives when playing something. It always offers something to do, or the options are never lacking.
If you've already dabbled in all the technological tide New Horizons has, you can see that really all the responsibility for the island falls on your shoulders. You are not the mayor, but you are the neighbor who decides where others live, the one who chooses the island song, the one who decides who should go or says and where the shops should go or where to improve, and you wait for the presentation! It all depends on you, and the best thing is that there is no pressure, even if you continue to owe Nook hundreds of thousands of berries because of the last changes he made to you.
No pressure, because there's no time limit to start with. This little world continues to travel with you and without you, it is full of life and invites you to spend hours talking to Sumo and listening to his game advice, with the band andrsula and all those little animals that come slowly making this island a city, your city. And all, while thinking about how to change the decoration of your home or how nice it would be to put a small township next to a central square.
So far, I've been focusing on talking about everything that works in Animal Crossing: New Horizons, but this post puts us into the real reason for the success of the whole saga. It's a game that is extremely relaxing and full of sadness. It doesn't matter if some of the islands you are visiting are too frequent, or that a tool breach is wasting your time Looteo that you had planned. It doesn't matter, because that means talking to these little characters that eventually become your neighbors.
Sleep with Socrates & # 39; s insect as you fight to finish the amazing museum, feel awake for Tendo and Nendo in their tent, run away from the beetles or walk cautiously to catch a tarantula. All of those things are part of the day-to-day in this game, they all fit in with you as you look for things to put a big teddy bear in the center of the garden because you feel like it, or prepare for that big Godzilla you want.
New Horizons maintains the beads and tranquility that mark the series immensely, and adds additional features for the player to continue longer and longer on his island. The town is growing, everything is continuing to coincide with your appearance as an actor / neighbor on the island and you know the residents of the island closely, as well as new arrivals, or those who come back with previous statements to help or see what you are cooking. in this place that keeps alive.
To get it all off, it looks good on TV and laptop. Although the latter has been very common to me, probably due to the practice of previous installations, it never ceases to look great thanks to the particular style we have, and it also doesn't stop you from hugger with some gentle and appropriate melodies to let the pressure out. to comfort.
It's a shame that I wasn't able to test multiplayer on multiple consoles or online, even though I was able to see what it means for all users of the same console to share the island. Something that is fun to play with, or is annoying when you want something totally independent of others. I'll wait for you to come to the shops so you can invite acquaintances to my new home, visit yours and be able to participate more. Because if there's one thing Animal Crossing feels good about, it's certainly a multiplayer component.
He is able to make it easy to do this, because he is able to show different profiles of players under the same umbrella. Behind the deserted island base, art and collecting, there is a match for those people who love to spend long hours decorating, those over chatting with their neighbors and seeing crazy things or those little daily jokes (singing on the plaza, catching bugs, fishing, walking, exercise .. .) or, or, by those over collecting items and guessing at their prices, or by those precious means. There is room for everyone.
And it will continue to exist for a long time, because as I said before, this is a never-ending game, which you will keep coming back to for months and months later. All to see what the neighbors are doing, create a new t-shirt design, change your island song or see how certain festivals are celebrated (let's not forget that this proverb is what made the people of Kyoto receive 12 grapes in Spanish New Year).
The evolution is mostly tied to the roots, but playing the necessary sticks becomes more interesting. Animal Crossing: New Horizons is a great excuse to stay in charge of your Switch. It's a game that creates the first moment, which fully captures you, offering you the opportunity to enjoy a new life in a microworld designed to your liking. He lives with something new to offer and always gives a reason to come back.
As for the question at the beginning, I now have a clear answer: if I had to choose what to take to the desert island, I would take this Animal Crossing Square.