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If it's untilled soil, he or she will dig at it with a hoe. So, if there's a weed in the ground, he or she will dig it out. The farm itself is broken down into a square grid, and if you tap on a square, your character will do something based on what needs to be done. Related reading: For a look back at the original Harvest Moon on Game Boy, as a Virtual Console release for the Nintendo 3DS, check out Matt's review.įarming is made easy by every action being contextual.
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But that's about all you'll be doing beyond the farming itself, and Seeds of Memories is quite refreshing in the way it brings the series back to its roots. There's a mountain to explore, too, which has some natural resources for the players to collect that help them build up their homes and so forth. There's a tiny village close to the farm for players to buy new supplies and woo the local girls or boys (depending on the player's choice of gender - no same-sex relationships in this one). There's not much to do beyond farm, either. Then they're essentially left to their own devices. Players are given a farm at the start of the adventure and told to build it up. Where modern games in the franchise have tried to include simple narratives to help contextualise the player's actions, or experimented with larger worlds to explore (Tree of Tranquility), or even taken a leaf from Minecraft, Seeds of Memories is more akin to the Super Nintendo original, or its Game Boy-era ports. It will really appeal to the purists, too, because by modern Harvest Moon standards, Seeds of Memories is exceedingly simple.
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Instead what we've got is a full Harvest Moon experience, with no premium crops (requiring real money to purchase, of course), no timer countdowns, and nothing else to distract you from enjoying the same Harvest Moon experience that you have probably played in one form or the other.
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Running at around $Aus15, it's very much on the costly side for a mobile game, but it comes free of microtransactions, which must have been so very tempting to slip into the game. I'm glad that it's a premium-priced game, for a start. In that context I am honestly surprised that it has taken so long for Natsume, the folks who own the Harvest Moon license, to commission a iOS game for the franchise. It's the kind of game that you can play for 10 minutes at a time, and feel like you're making progress, and there's something undeniably appealing about building up a farm and watching it fill with chickens, crops, and so on. And because Farmville (and all those other free-to-play farming games) work so well on iOS, I always felt that Harvest Moon would too. In other words, Harvest Moon games have always been a "premium" spin on Farmville, even before Farmville existed. Related reading: Story of Seasons is not a Harvest Moon game by name, but it's made by the people behind so many of the Harvest Moon games. And that just happens to jive perfectly with the kind of gaming experience that iOS devices to very well. On consoles, from as far back as the Super Nintendo, Harvest Moon has been a relaxing, casual kind of experience, which features simple, positive feedback loops, and a stress-free approach to pacing.
As long as I have been using iPhones (and that was from around the second generation of the thing, as far as I can remember), I have actively wished for a Harvest Moon to hit the App Store, believing that it would be the perfect game for the platform.