Mostly left to the player’s own
devices, V is now fully free to act.
Short scenes interrupt the action, but for the rest of the game, the
player lives comfortably in V’s shoes.
But V, give or take some fruit or bells obtained before, has nothing to
his name.
Butterflies taunt V, flitting
from tree to tree, and V has no means to catch them. Much the same is true of fish, visible in the
pond, river or ocean, they stick around, maddeningly out of reach. Some trees bear fruit, but there is only so
much; the trees will bear fruit again after a day of real time, but not
before. Shaking other trees offers
surprising yields, including bells, limited random furniture, and sometimes
even spiders. But also bee hives. X’s mark spots around the map, hiding
treasures V is unequipped to unearth; V is wise not to stand on them,
though, as they sometimes conceal pitfall seeds, and can catch V is a trap at
just the right moment for other hazards (sigh, angry bees) to overwhelm V. With no tools, V is largely incapable of
interacting with any of these opportunities, but can trigger all of these traps.
It befits the new Animal Crossing
player to get equipped as soon as possible, and it is here that the rules of
the game play a very cruel joke .
Tom Nook has left his sons, Timmy and Tommy, in charge of the corner
store on Main Street, and while they can supply V with two of the tools V will need on the
first day in town, there is usually another that they cannot. The store is restocked every 24 hours, so
until then, the player will have to make do with the two tools that V can
obtain. The store’s first upgrade cannot
come soon enough!
Getting the tools comes with
another hurdle: there aren’t enough fruit bearing trees at
start to afford both tools! Luck can hamper V again, cutting off the supply of
perfect fruit on the first day (and thus another source of bells). If players are anything like me, they can
exasperate this quickly; the corner store has many tempting furnishing on sale,
and the Spartan tent V is living in sorely needs … anything. It is fortunate then, that it is so easy to
jump this hurdle. V only needs to gather sea shells, which replace themselves with a little screen scrolling,
and whatever V can obtain using the two tools V can purchase on that day. Animal Crossing is teaching the player a
crucial rule for playing the game: search everywhere, collect everything. It is meant to sting the player when they fail
to sneak up on a bug, or set the hook too early on the fishing line, losing a
fish. These events are virtually
throwing money away, and V needs to learn this rule fast.
There is yet another drain on V’s
bells, but this remains optional throughout the game, and the rewards are often
much more long-lived. In the corner of
Main Street is the Museum, which hasn’t a single item on display. Filling the Museum is a titanic challenge,
made mercifully a lot easier by trading with friends, and each time V has
caught a new bug or fish, V is reminded again of the Museum by the text pop-up
“I wonder what my guidebook says about my new catch…” This guidebook is a menu V can access at
virtually any time on the bottom screen; clicking it calls information
including the names of recent catches, the best sizes ever caught, and other
details. Donating the first of every
fish or bug to the Museum unlocks more content, and as the player moves
steadily closer to collecting everything (the logical incented result of the
game’s lesson “search everywhere, collect everything”).
Animal Crossing establishes several
of its most important mechanics.
Displaying collectibles in the Museum allows the player to display one
of each without worrying about space to display them, creating a perfect space
for collections. Every object found
thereafter can optionally be sold for bells, and the player is introduced early
to a need for a lot of them, and this is before returning to Tom Nook to have
V’s debts quantified. The quest for
furnishing, or stuff generally to put in the tent where V is living, is a big
one, as big as the player wants to make it.
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