Sailing_Day wrote:If you cared to read, you would see the plethora of new content that is in the game.
Cared to read? I've read so many reviews I've lost count. =_=
The "new content" you list mostly consists of new options and expanded sets of items (which other ACs have also done).
The multiplayer modes are the same activities as before, repackaged. Of course, multiplayer is window-dressing on a largely single-player experience.
Sailing_Day wrote:There is furniture customization and limited crafting with ores, swimming and diving, custom museum exhibits and a chat system you can use to communicate with distant players.
Sure, there's new stuff. I only said 90%+ is the same, not 100%.
Clearly, you've spent a lot of time with it, since you figured out how to tan, breed flowers, and other things but again, severe lack of polish shows through in that these things are available in the game as things to do when not on your main quest to collect 1,000,000,000,000
bells, but are really obscure. (Or did some animal tell you?)
Does changing colours of furniture really add a lot to the game? Is crafting ever introduced by the game or do you have to accidentally stumble on it yourself? Is swimming much more than a different kind of "walk" animation? Do custom museum exhibits affect the game world? Does chatting with friends belong as a feature of AC or would that be more useful as a system-level function?
Sailing_Day wrote:Still, like I said, it's no huge upset to the formula. It's just more content added on to what was already there-- but that's what makes it the best Animal Crossing.
That's like saying out of a 12 oz bowl of orange juice, a 14 oz cup of orange juice, and a 16 oz glass of orange juice with a straw, the 16 oz glass is the best. I would expect after 6 iterations, they could, I dunno, come up with different flavour blends or something, you know, to mix it up a bit?
Sailing_Day wrote:We're talking about a Life Sim game where everything revolves around money. The fact that most of the new features require it is sorely irrelevant.
It's totally relevant. The majority of the "new content" is just stuff to buy with bells. Public works! Socks! Shoes! "The Sims 3" is a life sim game where money is a key factor, but it's not the entire point of the game! Look at how different The Sims 2 is from The Sims 3.
Sailing_Day wrote:Everything about it is more polished. The graphics, the dialogue, the streamlined nature of some of the features that were in earlier iterations and sheer amount of new stuff to play with.
Graphics are more detailed but it gets a bit busy at times and hard to see. Your shadow shows under a bridge. It's even just a circle! Oh, well, I didn't have any major problems with the graphics in early AC games; gameplay is what's key.
Dialogue? Like how when you buy a tool from T&T, you can ask what it's for, and when you buy it, they'll ask you if you know what it's for? How Reese's multiple item price gets bumped to the second screen to make room for boilerplate? LIke how all of Blathers is now boilerplate?
Streamlined? Identifying fossils? When dealing with a lost item, you still have to manually pick it, even though it's 99.9% likely there's only one selectable item? When picking up bags of bells, they don't automatically go into your wallet? There are so many things they could have done but did not.
New items does not equal polish. Dialogue and streamlining are what really got me. So much of the game is spent going through the same conversations... "Hello, I'd like to sell." "You came to sell?! What did you bring me?" You'd think they could switch it up a little or maybe even cut it out after a while. (Eg: "Hi, I'd like to sell..." [open item picker])
Sailing_Day wrote:If you stubbornly want to believe this is a mere "minor iteration", I don't know how else to spell it out, sorry.
It's okay, you tried. Unfortunately, the company that led me to believe this is a minor iteration is Nintendo, since they added zero major new features. What are the big, major features that expand the game beyond "get stuff to sell for bells to buy more stuff?" I wish Nintendo would try to be at least a little ambitious with this series. It's always been so shallow and simple. Unfortunately, with ACNL, it looks like Nintendo has run out of ideas. Instead of say, letting you levy taxes or try to convince other animals to move into your town or anything with a new play mechanic, it's just more of the same. So many possibilities...so little effort. In SimCity games, you're also mayor. How many of your responsibilities are the same in both games? Which one more closely resembles the things your town's mayor deals with in real life?