In mini-games that flirt with routine, you till the soil, plant seedlings, water, weed, apply fertiliser, harvest, thresh, and finally hull the rice over the course of an in-game year. There’s a ridiculously in-depth system which calculates the quality of your harvest based upon numerous factors like the ambient temperature level, the amount of water you leave in the field, or your option of fertiliser. The rice’s quality determines just how much your stats enhance– typically speaking, simply finishing a harvest is enough to conquer whatever lies before you, at least for the minute.
The outcome is an engaging loop, practically like the Persona video games in nature, where day-to-day chores precede an exciting expedition prior to you return home to kick back, strategy, and do it all once again. Time rolls forward as you farm, forage and fight, with nightfall heralding tougher enemies and lowered visibility; each season only lasts three days, so effective expedition is crucial before the planting or collecting seasons demand your attention.
It’s in the aesthetic appeals and writing that this all comes together. The chunky, cartoonish art style is boosted by gorgeous lightning that shows the weather and time of day with spectacular sundowns and real-time shadows, in addition to some amazing water effects, especially on the rice fields. Allied to a delightful soundtrack filled with standard Japanese instrumentation, the overall impact can vary from tranquil rustic comfort to the high-spirited environment of a street festival.
The story doesn’t offer any spectacular twists and turns. This is a cosy tale. Aside from your haughty protagonist, there’s an inept samurai, a street-punk kid, a foreign missionary … it’s not a simulated social life in the vein of Harvest Moon or Stardew Valley, but it’s still a pleasure to socialize with this bunch of misfits. The comfortable vibe is finest exemplified by the nightly ritual of common dinner, which provides small stat perks and abilities for the next day’s explorations while likewise acting as a background for the team to small talk and bicker over some delicious-sounding meals like fluffy rice and tonkatsu pork (or, if supplies are low, boiled weeds and fried insect).
Sakuna is more than the amount of its parts. Separately each component is simply a bit lacking: the expedition is restricted, the pacing a little tiresome, the combat doesn’t rather have the depth of a real action-brawler and even the farming proves repetitive. Simply as sunshine, fertiliser, water and toil together produce a bountiful harvest, all of this video game’s elements come together to make something hearty and unanticipated.
A nother entrant in the (remarkably populated) virtual farming genre this year is Sakuna: Of Rice and Ruin, a combat-heavy take from Japanese indie duo Edelweiss. Eradicated from the celestial capital for a regrettable pyrotechnical transgression, the big-headed harvest-warrior goddess Sakuna must purify a demon-infested island while reluctantly sheltering a band of valuable however irritating people. It’s a grand premise for a game that’s actually about the mundane things in life.
You explore stated island (and kill said satanic forces) with a shawl that is likewise a grappling hook (stay with me). It carries out great in frenzied combat, though not so well in irritating run-and-jump sectors. Fights feel bracingly kinetic as you whip around the screen like a tiny divine Spider-Man, sending hapless devil rabbits crashing into their porcine pals. Battling is never rather as responsive as you ‘d like, however, and can prove boring in long stretches.
Despatching satanic forces is all well and good, however it’s only through farm work that your ruined harvest goddess can grow powerful adequate to complete her heavenly task. Sakuna goes deeper than the usual simplified plant-water-harvest cycle of the majority of farming games, however is more restrictive on your imagination. Rather than enabling players to produce stretching virtual farms, the game carefully represents (and romanticises) the elaborate procedure of cultivating rice.
Despatching demons is all well and good, but it’s just through farm work that your spoiled harvest goddess can grow effective adequate to finish her divine job. In mini-games that flirt with tedium, you till the soil, plant seedlings, water, weed, use fertiliser, harvest, thresh, and lastly hull the rice over the course of an in-game year. There’s an extremely detailed system which determines the quality of your harvest based on various elements like the ambient temperature level, the amount of water you leave in the field, or your option of fertiliser. Aside from your haughty protagonist, there’s an inefficient samurai, a street-punk kid, a foreign missionary … it’s not a simulated social life in the vein of Harvest Moon or Stardew Valley, however it’s still a happiness to hang out with this bunch of misfits.