Now that I’ve debunked a couple of critical
assumptions about Hometown Story, I
will expand further on that game’s goodness. I played Hometown Story for roughly 70 hours and milked it as thoroughly as I could, to my great delight for the most part. Those 70 hours of play were rich and
interesting, and I would like to convey that lavishness through this post.
That’s not to say that this will be all roses and gilded edges: this game does have flaws, like any other game
under the gaming sun, and I will address these too. But for now, on with the
praise!
I firmly want to believe that Yasuhiro Wada
and his team knew what they were doing when they created Hometown Story and that they designed it as a cohesive and
purposeful experience from the get-go. Some early interviews with Wada describe
the game as focusing on the pursuit of happiness as well as eliciting some
thinking about the different possible meanings and expressions of it. This
focus was so strong that the game’s codename during these early stages was
“Project Happiness”. The finished product bears a different name though, and
it’s not a coincidence: whether it was due to technical limitations, an
inability to convey the concept efficiently, or simply a change of interest,
the focus shifted from the pursuit of happiness to the development of an
integrated life in a homely microcosm. That doesn’t mean that happiness doesn’t
play a part in the process—as a matter of fact, the player spends a good chunk
of their time trying to please NPCs by fulfilling their desires—but it’s been
clearly blended and diluted in the bigger picture of making it big in your cosy
hometown.
Atmospheric cosiness
‘Cosy’ is indeed the perfect word to
describe Hometown Story. Here is a
game that devotes itself to offering the player a heart-warming experience, a
piece of solace removed from the agitation of the mundane world. This
translates into the indolent, relaxed pace that was so hissed at in reviews. Hometown Story removes any notion of
agenda or deadlines to meet in order to let the player progress at their own
pace. While this may be seen as an alienating move that suppresses any momentum
and motivation the player could have to get things done—and has actually been
seen so—the other side of the coin is that you don’t have to worry about
missing important events or deadlines. The pressure of attending calendar-tied
events is totally absent, and there is no such thing as a cutscene that can be
accidentally skipped in Hometown Story. All
cutscenes and events are unmissable, so to speak, and they will unfold
regardless of the time you will take to meet the requirements for triggering
them—heck, even if you spent your first ten in-game years secluded in your shop
selling stuff and becoming filthy rich before venturing outside to interact
with the locals, the cutscenes would trigger placidly and without a hitch, I’m
pretty sure of that. This allows you to relax, breathe a sigh of contentment
and simply enjoy your daily game routine without getting embroiled in races
against the clock or time-consuming tasks. Everything will fall into place
sooner or later, either when you feel ready to work for it or simply when the
time is ripe, and nothing important will ever be missed. So relax, take a deep
breath, and enjoy your stay in your lush, picturesque hometown.
And indeed, enjoying the vistas is another
important part of the Hometown Story
experience. I wouldn’t go as far as to say that this game has been designed as
a feast for the eyes—especially since the 3D lacks polish and precision—but a
lot of thought and effort has obviously been put into making the village a
beautiful, lush place that caresses and soothes the player’s retina while
offering a solid atmospheric experience. Roaming the village and drinking in
the surroundings is one of the greatest pleasures the player can indulge with:
trees are lush, ever-green and ubiquitous, flowers bloom everywhere, houses are
lovely and well-kept, mountains quietly watch over the village and every vista
involving water is just drop-dead gorgeous. Combine this with a sweet, soothing
music, and you’ll have an experience that is as charming and calming as a real
stroll in the countryside. As a matter of fact, the Hometown Story village strikingly reminded me of the real-life
village where I spent all my holidays as a kid, which only added to its
atmospheric charm.
To crown this cosy and atmospheric experience,
a lot of attention was poured into the right details—i.e. the ones that can
make the heart grow fonder. And on top of the list is definitely the endearing appearance
of your wares. Wada and his team made sure that every item looked as much as
possible like its real-life counterpart while keeping them stylised enough to be
kawai, and the result is incredibly
enchanting. Gems shine and sparkle, fruits look ripe and juicy, jams and juices
are glossy and colourful, and the delicatessen—o, the deli! Its looks
impossibly delicious, with its wide selection of Japanese specialities (that chirashi!) laced with the occasional
French onion soup or English club sandwich. It’s seriously mouth-watering, so
much so that I often found myself craving for food as I arranged these dainties
on my shelves. A great deal of attention was equally poured into the weather
effects that range from dark, low skies to azure ones streaked with clouds,
from the purple hazy glow of the dusk to the soft pitter-patter of the rain.
Your village is indeed one with a good variety of weathers, and sunny days are
far from being the norm. I found oddly comforting to take strolls outside on
rainy days, when the music would stop and be replaced by the soft sound of the
rain, and venturing outside in the 6.am semi-darkness on a cloudy day was
strikingly similar to those dark winter mornings where one leaves for work
early. Last, the sound effects are crisp and pleasant to the ear, and add a
layer of sensorial delight to the simplest experience: shelving item produces a
soft froufrou, while picking them from the ground produces a crystalline
tinkling and so on, all sounds being ultimately quite enchanting.
All in all, the combination of this mellow,
tension-free pace, atmospheric environment and attention to endearing details could
nearly be seen as an artistic and conceptual statement. Whether making such a
statement was Wada’s original and clear intention cannot be assessed for sure,
but these elements put together come across as a firm stance all the same. Hometown Story is formally original,
choosing to commit to an unusual structure that could rebuff and disorientate
potential players—and actually did so. However, the originality doesn’t stop
here: if Hometown Story has a bold
presentation, it is as brazen, if not more, when it comes to flaunting its
content.
Greed 'n' Grind
Indeed, what do you do in Hometown Story?
This subject has been curiously glossed over in reviews, to the point where one
could actually wonder if there is anything at all to do in that game. Well,
rest assured: there are plenty of things
to do in Hometown Story. The game may
appear unfocused and confusing at first because it doesn’t present a clear-cut
ultimate objective to reach—or smaller ones, for that matter: there are no
festivals to attend, no financial mark to reach, and in a tongue-in-cheek move,
Wada&co made marriage a mere detail in the grand scheme of things, no doubt
taking the piss out of the Harvest Moon
and Rune Factory series that made it
so important. You’re given an empty shop, basic instructions on how to arrange
shelves and items, and voilà! The
rest is up to you. In a quirky, unexpected way, Hometown Story is very similar to an MMOPRG à la World of Warcraft : albeit the world to roam is only a
nutshell, the tasks to accomplish a handful and the foraging spots a precious
few, there is the same feeling of setting your own goals and running for
them—or walking, since the pace is entirely up to you. This is a compelling
approach, albeit one that can easily polarise opinions or be misinterpreted.
That being said, the shop is the central
piece of the Hometown Story
experience. The act of selling, and by extension finding wares to sell, is not
only the main focus of the game, but also—and especially—the glue that holds
everything together and the force that drives the development of relationships
and of the village as a whole. It’s all put together in a very clever, organic
and harmonious way and can be summed up by this motto: Shop ‘til you drop and
sell round-the-clock, and everything will fall smoothly into place. The whole
custcene business that worries so many players and reviewers will be taken care
of without a hitch if you act like the dedicated merchant: events and cutscenes
will trigger effortlessly while you roam the village to forage and buy wares from
your suppliers and caterers, and displaying specific items in your shop will
trigger even more cutscenes, de facto creating a virtuous circle that is as
enjoyable as it is gripping and addictive. The shop mechanics themselves only
add to the enjoyment: it can be really giddy and intoxicating to run all around
the shop to refurbish shelves that empty at the speed of light during rush
hours or to cash in an impossibly long line of patrons with all the financial
bonuses they provide. There is a “combo” feeling to these tasks, and getting
the longest possible line of customers while keeping your shelves full can turn
into a full-blown challenge. (My personal record is 30 patrons rung up in a
row). I compared Hometown Story to WoW earlier, and the comparison is apt
in more ways than one: at its core, Hometown
Story is really just a big grinding fest. You may pick up apples and sell
yummy jams instead of killing monsters, but it’s grinding all the same, and
it’s the very essence of the game.
Is Hometown
Story then just a cosy, fluffy interpretation of the “Greed is good” 80’s
credo? While there is undoubtedly a ‘greedy grinding’ factor there, the game’s
philosophy and message fortunately go deeper than this. And that is when the
cutscenes and events come into play and reveal their importance: they are here
to convey the idea that by fully playing your part in a microcosm, you can
influence it positively. Your wares can make your fellow villagers happy and
help them solve problems and progress—and by extension, you can make them happy. So yes, you’re foraging and buying and
selling all around the clock and cashing in loads of money, but that’s
ultimately to help your fellow villagers and make them happier. The absence of
any rival shop and the fact that the money you reap cannot be used for any
other purpose than bettering your own shop are revelatory elements: this is not
an ego trip, and you’re not here to become the richest cat in town à la Uncle Scrooge. You’re here to take
your place in that world and be connected to your whole environment in a
harmonious way. Your position as a pivotal part in that world is not mere
coincidence: you’re a part of it, since this is your childhood/holiday village,
but you’re also an outsider, since you’re just coming to live there, and that
gives you a unique insight into the situation. You’re bound to care about your
surroundings and fellow villagers, since you’re presented as having a
connection to them, but you’re also a newcomer oblivious of the village’s rules
and mechanics—not to mention your shop’s ones—and you’ll have to learn them
from scratch. On a more prosaic level, this explains the lack of tutorial: you
have to find your own stance in that world, explore it and interact with it to
become a full part of it. (If you had to take over your Grandma’s shop on the
fly, there wouldn’t be any tutorial popping up from thin air to explain you how
to successfully run a shop, would there?) Once again, this could be seen as a
philosophical statement: Hometown Story
could be the ultimate emulation of the similar real-life experience of settling
into a new place, learning to know your surroundings and fellow inhabitants and
ultimately creating your own niche there.
Hitting
the Wall
Hometown
Story is not all cuddles and fluff, though, and my
love for this game doesn’t make me blind to its flaws; as a matter of fact, a list
of gripes slowly but surely emerged in my mind as I played the game. The first
one was the clumsiness of some cutscenes’ presentation: the said cutscenes are
an uncanny mix of 3D models, cardboard cut-outs and text filling in the blanks
to describe the action. The result is cringing, to say the least; fortunately,
not all cutscenes are affected. There is also the small issue of the cosmic
disconnect between the NPCs’ regular babbling and the sometimes dramatic events
unfolding in cutscenes: to hear your fellow villagers serve you the same
watered-down generic sentences as usual after a life-altering occurrence is
somewhat disconcerting and even a tad alienating, and I really wish Wada and
his team had taken the time and energy to modify the NPCs’ babbling according
to the chronology of events.
However, these are only minor flaws that
don’t make the game unplayable by any means; they only dent the atmosphere ever
so slightly, and it would be ludicrous to qualify them as deal-breakers. But
there is one other flaw that came perilously close to being indeed a
deal-breaker; and ironically, it’s a flaw that has not being pinpointed in any
review, because it takes a dedicated and smitten Hometown Story player ready to pour dozens of hours into the game
to uncover it.
Here’s the mighty flaw wrapped up in two
figures: it took me roughly 40 hours to get the first six pieces of the Blue
Feather and 16 hours to get the seventh.
At the heart of this ridiculous discrepancy
lies the ill-inspired decision of tying the obtainment of the last feather piece to
arcane conditions that are incredibly hard to meet. The six first pieces of the
Blue Feather are easy to obtain and are handed to you with a pleasant
regularity; and while I have to admit that I don’t know precisely what the exact triggers for gaining these pieces are,
it’s also true that such knowledge is not necessary since the said pieces fall
so effortlessly into your lap. But the seventh piece is another affair
entirely, and one that troubled many dedicated Hometown Story players: internet bristles with distress calls from
people begging to get a decisive answer about how to unlock that infamous
seventh piece—often to no avail, unfortunately. I will delve into the matter in
my next post; for now, suffice it to say that the obtainment of that seventh
feather is tied to an abstruse combination of specific items to get and
well-hidden custcenes to unlock—“well-hidden” meaning that you really have to
go out of your way to uncover them. (Heck, one of them unlocks only if you go
to a certain spot, at a precise hour and in a specific weather. Could you be any more obtuse?) This is a much uninspired and nearly punishing mechanic,
and I can’t fathom why Wada and his team made such a poor decision. Did the
focus falter during development? Did they fail to envision the devastating
effect it would have on the game’s flow?
Devastating, yes; I stand by this. It’s not
only the issue of needing so much more time to get the seventh piece that’s at
stake here, but also the much more serious unravelling of the gameplay. To sum
it up, the mercantile grinding that you’ve
been using to good effect throughout the whole game to generate a wealth of
experiences, interactions and discoveries suddenly seems not to wield any
discernable result anymore. The flow of cutscenes dries up and becomes a trickle,
new wares stop appearing, you keep selling and selling to no avail and this last
piece of feather stubbornly refuses to make an entrance. To see the pace and
modus operandi alter so brutally towards the end of the game, de facto
nullifying everything the player has been learning dutifully and applying with
great success before, is an offence that comes indeed dangerously close to
being a deal-breaker—and actually was for a number of players. I was nearly one
of them, and only sheer willpower and an awful lot of internet research took me
through that trudge. But whether you give up or not, this last unfruitful,
frustrating segment of Hometown Story
is bound to alienate you from the village, its inhabitants, your shop and the
game as a whole. Instead of following your instinct by putting whatever you
want for sale and leaving your shop whenever you fancy it to frolic around,
fully confident that it will reap results anyhow, you will find yourself
calculating, poring over every option and desperately trying everything you can
think of to make things progress. Gone is the spontaneity of the beginnings, as
well as the heart-warming feeling that you’re connected to the rest of your
world—sadly ironic, knowing that the game’s primary goal was to elicit that
very feeling.
I think Wada and his team are fully responsible
for this debacle. Making the last piece of the Blue Feather so difficult to
obtain was a dramatic mistake, and it’s quite irksome to know that this mistake
could easily have been avoided in various ways. If they wanted to have this
last piece tied to the viewing of some custcenes, be it: but in that case, the
said cutscenes should have been much easier to trigger. But an even more clever
option would have been to tie the last piece solely to some pecuniary
requirements: hitting the one million mark, for instance—with a cutscene cleverly
letting us know that this was the goal to reach. It would have been a fantastic
piece of grinding, a frenzy of buying and selling that would have crowned the
game beautifully, like the last sprint at the end of a long-distance run. Some
new wares could have been added to the mix to make it even juicier, along with
a lot of interesting cutscenes to keep the player fully invested in the
process. It would have matched the flow of the game quite perfectly to boot,
given that when you reach the six pieces of Feather mark, you’re bound to spend
a huge amount of time in your shop by sheer virtue of its enormous size. (My,
I’m really just describing my dream vision of Hometown Story here, aren’t I?)
To Wada and consorts’ defence, and to end this
section on an upbeat note, I must reassert that despite all my fuming, I do not
consider this flaw to be a full-blown deal-breaker. It certainly comes close,
but it can fortunately be overcome with a lot of patience, numerous trial-and-errors
or dedicated internet research. Most importantly, it’s bound to be a first-run-only
hindrance: once you make your way through that obstacle, any future playthrough
of Hometown Story will be incomparably
easier and smoother. Last but not least, it would feel quite ungrateful and
really unfair to dismiss the game entirely for tripping along the way after it
offered me so many hours of giddy joy.
All in all, my feelings about Hometown Story remain unashamedly warm
and positive, and I will undoubtedly play it again in the future. I know now
how to make my way through the game, and I will put that knowledge to good use
both in my next run and my next post, in which I will lay down Hometown Story’s mechanics and give
useful tips to progress fluidly. Thanks for reading, and be my guest
anytime!
No comments:
Post a Comment