Animal Crossing: City Folk: Difference between revisions
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''Animal Crossing: City Folk''{{'}}s gameplay is built upon the gameplay of previous ''Animal Crossing'' games. The [[Wii Remote]] pointer and motion controls (including the [[Wii Remote#Nunchuk|Nunchuk]]) can be used for handling tools, such as axes, slingshots, fishing rods and bug-catching nets.<ref name="Eguchi Talks">{{cite web|url=http://uk.wii.ign.com/articles/891/891149p1.html|title=Eguchi Talks ''Animal Crossing''|last=Bozon|first=Mark|authorlink=Mark Bozon|publisher=[[IGN]]|date=2008-07-16|accessdate=2008-07-17}}</ref> Also, players live in individual houses spread apart from each other, unlike ''[[Animal Crossing (video game)|Animal Crossing]]'', in which all four houses are located in a central plaza, and ''[[Animal Crossing: Wild World]]'', in which all players share one house. Each town begins with six animal residents, and can grow to a maximum of ten. In Animal Crossing for the [[Nintendo GameCube]], up to 15 animal residents can live in a single town, and in Animal Crossing: Wild World, there can be only 8. In previous [[iteration]]s of ''Animal Crossing'', custom clothing involves a single image that is repeated on the front, back and sleeves; in ''City Folk'', the player can make separate images for each, which is called a "Pro" design. |
''Animal Crossing: City Folk''{{'}}s gameplay is built upon the gameplay of previous ''Animal Crossing'' games. The [[Wii Remote]] pointer and motion controls (including the [[Wii Remote#Nunchuk|Nunchuk]]) can be used for handling tools, such as axes, slingshots, fishing rods and bug-catching nets.<ref name="Eguchi Talks">{{cite web|url=http://uk.wii.ign.com/articles/891/891149p1.html|title=Eguchi Talks ''Animal Crossing''|last=Bozon|first=Mark|authorlink=Mark Bozon|publisher=[[IGN]]|date=2008-07-16|accessdate=2008-07-17}}</ref> Also, players live in individual houses spread apart from each other, unlike ''[[Animal Crossing (video game)|Animal Crossing]]'', in which all four houses are located in a central plaza, and ''[[Animal Crossing: Wild World]]'', in which all players share one house. Each town begins with six animal residents, and can grow to a maximum of ten. In Animal Crossing for the [[Nintendo GameCube]], up to 15 animal residents can live in a single town, and in Animal Crossing: Wild World, there can be only 8. In previous [[iteration]]s of ''Animal Crossing'', custom clothing involves a single image that is repeated on the front, back and sleeves; in ''City Folk'', the player can make separate images for each, which is called a "Pro" design. |
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The player will be able to celebrate as time progresses through several real-world holidays, such as [[Christmas Eve]], [[Christmas Day]], [[Thanksgiving]], [[Easter]], [[Father's Day]], [[Mother's Day]] and [[Halloween]], although they are named differently in the game itself.<ref name="E3 Press Conference">[http://www.gametrailers.com/player/36502.html ''Animal Crossing'' shown at Nintendo's E3 Press Conference]</ref> Holiday-associated characters from previous games return, as well as new additions such as Zipper T. the [[Easter Bunny]], Pavé (a peacock who celebrates "Festivale"), and Nat (a chameleon who hosts the "Bug-off", a bug catching contest). |
The freaking dumb player will be able to darn celebrate as time stupidly progresses through several real-world holidays, such as [[Christmas Eve]], [[Christmas Day]], [[Thanksgiving]], [[Easter]], [[Father's Day]], [[Mother's Day]] and [[Halloween]], although they are named differently in the game itself.<ref name="E3 Press Conference">[http://www.gametrailers.com/player/36502.html ''Animal Crossing'' shown at Nintendo's E3 Press Conference]</ref> Holiday-associated characters from previous games return, as well as new additions such as Zipper T. the [[Easter Bunny]], Pavé (a peacock who celebrates "Festivale"), and Nat (a chameleon who hosts the "Bug-off", a bug catching contest). |
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The city is a new area added to the game. The player can go there by taking a bus from town, driven by Kapp'n, and once at the city, players can buy clothes, get their hair done, go to a theatre and much more. Also, characters may appear in the city such as Phineas (who hands out prizes) and Kicks (who polishes shoes). |
The city is a new area added to the game. The player can go there by taking a bus from town, driven by Kapp'n, and once at the city, players can buy clothes, get their hair done, go to a theatre and much more. Also, characters may appear in the city such as Phineas (who hands out prizes) and Kicks (who polishes shoes). |
Revision as of 20:14, 19 March 2011
Animal Crossing: City Folk Animal Crossing: Let's Go to the City | |
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![]() North American box art | |
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Composer(s) | Kazumi Totaka |
Engine | Modified Animal Crossing: Wild World Engine |
Platform(s) | Wii |
Release |
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Genre(s) | Life simulation |
Animal Crossing: City Folk (街へ行こうよ どうぶつの森, Machi e ikō yo: Dōbutsu no mori, Let's Go to the City: Animal Forest), known in Europe and Australia as Animal Crossing: Let's Go to the City, is a life simulation video game released in 2008 for the Wii video game console. It is the follow-up to Animal Crossing: Wild World, released for the Nintendo DS in 2005, and is the third game in the Animal Crossing series.
Gameplay
![](http://upload.wikimedia.org/wikipedia/en/thumb/d/d1/Animal_Crossing_City_Folk_Start.jpg/220px-Animal_Crossing_City_Folk_Start.jpg)
Animal Crossing: City Folk's gameplay is built upon the gameplay of previous Animal Crossing games. The Wii Remote pointer and motion controls (including the Nunchuk) can be used for handling tools, such as axes, slingshots, fishing rods and bug-catching nets.[1] Also, players live in individual houses spread apart from each other, unlike Animal Crossing, in which all four houses are located in a central plaza, and Animal Crossing: Wild World, in which all players share one house. Each town begins with six animal residents, and can grow to a maximum of ten. In Animal Crossing for the Nintendo GameCube, up to 15 animal residents can live in a single town, and in Animal Crossing: Wild World, there can be only 8. In previous iterations of Animal Crossing, custom clothing involves a single image that is repeated on the front, back and sleeves; in City Folk, the player can make separate images for each, which is called a "Pro" design.
The freaking dumb player will be able to darn celebrate as time stupidly progresses through several real-world holidays, such as Christmas Eve, Christmas Day, Thanksgiving, Easter, Father's Day, Mother's Day and Halloween, although they are named differently in the game itself.[2] Holiday-associated characters from previous games return, as well as new additions such as Zipper T. the Easter Bunny, Pavé (a peacock who celebrates "Festivale"), and Nat (a chameleon who hosts the "Bug-off", a bug catching contest).
The city is a new area added to the game. The player can go there by taking a bus from town, driven by Kapp'n, and once at the city, players can buy clothes, get their hair done, go to a theatre and much more. Also, characters may appear in the city such as Phineas (who hands out prizes) and Kicks (who polishes shoes).
Online connectivity
Animal Crossing: City Folk is the first Wii game to use Wii Speak, a new microphone option for the Wii that enables voice communication over Nintendo Wi-Fi Connection (WFC). With Wii Speak, all people in a room can communicate with those in another room also containing the device, and can also have live text chat using a USB Keyboard.[3] Players can communicate with other players by sending messages to their town, Wii Message Board, mobile phone or personal computer.
An auction house run by Lloid, a Gyroid, is available in the city and is where players can auction items to other players via Nintendo WFC. There is also an office for the Happy Room Academy run by Lyle, where players can see how other players' towns are progressing.[1]
The game supports Nintendo DS connectivity functionality. Instead of creating a new character, players can import characters from Wild World. Only the character's face, hair (including color and style) and catalog (the items purchasable from Tom Nook) are imported; bells and items owned by the character (including items in the character's inventory, house, town or dressers) are not transferred. The data in Wild World is not modified when a character is copied to City Folk, so the character can continue to be played on the DS as well. Items from the character's catalog can be repurchased with bells from City Folk.[4] A system error occurred with the Australian version of Let's Go to the City when connecting with the Nintendo DS claiming that it was "the wrong game card". Nintendo Australia allowed gamers to send back their game discs to fix the error to allow compatibility.[citation needed] Additionally, the Nintendo DS can be used to transfer characters between Wii consoles as a means of visiting other player's towns via DS Download Play.
Downloadable Content (DLC)
Using WiiConnect24, Nintendo periodically sends out downloadable content, DLC for short, to online players. These range from items to celebrate particular holidays or to commemorate the release of new games. The first item released from Nintendo was the "Red Pikmin Hat". Other items given to players include a "Girl's Day updo" and "Top", Saint Patrick's Day hat, DSi chair (White for EU; black or pink for U.S.), a bag of bells for Tax Day, and a bus model for teacher appreciation week. After summer '09 began, Nintendo sent to North American players a hot dog hat, the dolphin model from Pikmin, ladder shades, a hopscotch flooring, a dresser in the shape of a Nintendo GameCube, a pile of leaves, an election poster, an anniversary cake, and a Wii locker.[5]
These items can be ordered from Nook's catalogue provided that they had been downloaded when they were available. In the case of patterns given by Wendell the Walrus, if they were originally Japanese only, then they will keep their Japanese name if used in a European or American version of the game, while regular items will have English names.
Development
In a 2006 interview, Katsuya Eguchi, leader of Animal Crossing's production development, stated, "someone could send a letter from their cellphone or from an email address on a PC to the Wii, and then the player living in the town in Animal Crossing could receive that letter."[6] In another interview with IGN, Katsuya Eguchi also discussed how his team continues exploring potential ways to take advantage of the WiiConnect24 feature such as allowing friends to visit other towns or leave messages while the machine is in standby mode.[7]
Reception
Aggregator | Score |
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Metacritic | 73% (43 reviews)[13] |
Publication | Score |
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1Up.com | C [11] |
Famitsu | 33 out of 40 |
GameTrailers | 7.2 out of 10 |
IGN | 7.5 out of 10 [10] |
Nintendo Power | 8.0 out of 10 [8] |
X-Play | 4 out of 5 |
The game was announced as a Wii game that markets the WiiConnect24 feature of the console.[14] Nintendo officially announced the game at E3 2008 on July 15. City Folk was released on November 16, 2008 in the United States; November 17, 2008 in Canada; November 20, 2008 in Japan; December 4, 2008 in Australia; and December 5, 2008 in Europe.
The Japanese gaming magazine Famitsu gave it a score of 33/40, lower than the 37/40 scores of its predecessors, [citation needed] while Nintendo Power gave the game an 8.0.[8] Cheat Codes Central gave the game a score of 4.4/5, calling the game great, but too similar to its predecessors.[9] IGN gave the game a 7.5/10, claiming that while the design of the game is sound, they believed it was too much like its DS predecessor to the point of suggesting it to be just a port with enhanced features.[10] 1UP.com gave the game a C grade, claiming "City Folk seems like a missed opportunity to improve and enhance the series in almost every possible way."[11] X-Play gave the game a 4 out of 5, praising the gameplay and the addition of WiiSpeak while finding it too similar to previous titles. The British Official Nintendo Magazine gave the game 90%, saying that the game was "Packed full of Nintendo Charm" and "You'll be playing it for months", but criticized the game as it being "Not new enough for veterans". It was awarded Best Simulation Game for the Wii by IGN in its 2008 video game awards.[15] IGN also nominated it for Best Family Game[16] and Best Online Multiplayer Game.[17] GameSpot also awarded it as being the Least Improved Sequel.[18]
As of January 4, 2009, Animal Crossing: City Folk has sold 949,000 copies in Japan.[19] It was the 10th best-selling game of December 2008 in the United States, selling in excess of 497,000 copies.[20] It is also the eighth best-selling game of Japan in 2008.[21] As of January 2009, Animal Crossing: City Folk has sold 3.22 million copies worldwide.[22]
References
- ^ a b Bozon, Mark (2008-07-16). "Eguchi Talks Animal Crossing". IGN. Retrieved 2008-07-17.
- ^ Animal Crossing shown at Nintendo's E3 Press Conference
- ^ "Nintendo again redefines game control, puts spotlight on community building". Nintendo. 2008-07-15. Retrieved 2008-07-16.
- ^ Animal Crossing: City Folk instruction booklet. Nintendo of America. pp. 3 (in English), 25 (in French), 47 (in Spanish).
- ^ "Let's Go To The Wiki: Downloadable content". Retrieved 2009-11-17.
- ^ "Nintendo exec talks Animal Crossing Wii and peripherals". Pro-G. Retrieved 2007-04-01.
- ^ Casamassina, Matt (2006-05-18). "Interview: Wii Sports". IGN. Retrieved 2006-05-19.
- ^ a b "Nintendo Power - review scores".
- ^ a b "Animal Crossing: City Folk Review".
- ^ a b "IGN: City Folk review".
- ^ a b "1up: City Folk review".
- ^ "WRS: City Folk review".
- ^ "Animal Crossing: City Folk reviews". Metacritic. Retrieved 2008-12-21.
- ^ Casamassina, Matt (2005-05-19). "E3 2005: Animal Crossing Revolution". IGN. Retrieved 2008-12-03.
- ^ "IGN Wii: Best Simulation Game 2008". IGN.com. 2008-12-18. Retrieved 2008-12-19.
- ^ "IGN Wii: Best Family Game 2008". IGN.com. 2008-12-18. Retrieved 2008-12-19.
- ^ "IGN Wii: Best Online Multiplayer Game 2008". IGN.com. 2008-12-18. Retrieved 2008-12-19.
- ^ "Least Improved Sequel". GameSpot.com. Retrieved 2008-12-28.
- ^ "Dissidia Wins Final Week of the Year in Japan; Nintendo Takes Six of Top Ten". Chart Get. 2009-01-07. Retrieved 2009-01-09.
- ^ "NPD: Nintendo Drives '08 Industry Sales Past $21 Billion". Game Daily. 2009-01-15. Retrieved 2009-01-15.
- ^ "JAPANESE 2008 MARKET REPORT". MCVUK. Retrieved 2009-01-09.
- ^ "Financial Results Briefing for the Six-Month Period Ended December 2008" (PDF). Nintendo. 2009-01-29. p. 6. Retrieved 2009-01-30.