—The small dungeons are perfect for sweet and short bursts of crawling. It's like the very essence of dungeon crawling, i.e. exploration, looting and fighting, has been extracted and repackaged in a pint-sized version. Each dungeon hardly requires more than ten minutes to be cleared, but these ten minutes provide plenty of roaming, fighting and looting. Especially looting, because MMF is anything but stingy with items. Cherry on the cake, all the dungeons are gorgeous—those vivid colours!—and sport upbeat theme tracks that make one want to run around joyfully. What a pity, then, to see this fulfilling crawling experience spoilt by an uninspired dungeon design that doesn't make room for traps, puzzles, hidden areas or anything that could spice up the roaming. Even a trick as simple as making one of the resident Plushkins hold the key to the next floor until they are defeated would have pleasantly livened up the monotonous roaming of these never-changing succession of rooms and corridors. And it certainly doesn't help that dungeons are so tiny: with two floors only, they barely qualify as dungeons. It's pretty obvious that the developers indulged in as much laziness as they could get away with and that they would have gladly implemented single-floor dungeons if not for the fact that the game would have become a mere platformer in the process.
—The crafting system is both simple to grasp and really original, and makes good use of every single collected item. There's something curiously addictive in the act of planting seeds in pots before literally reaping the materials that blossom out of these pots and taking said materials to the sewing factory to obtain items. It's efficient, it's productive, and it allows you to get your paws on tons of items. Too bad that 90% of these items are literally useless. The only items that are really useful—Rainbow Hearts, high-level Awaken items and the like—are also incredibly rare, and obtaining them require an awful lot of crafting, because the production of items is just as random as the recruitment of Plushkins. Every step of the crafting process will produce a certain type of item, but there is no way to choose precisely which specific item will be produced, which is an absolute pain in the behind. And since the selling prices of the local shop are ridiculously low, the mountains of useless items that come out of the crafting process can't even be used for shameless enrichment. Jeez, what a waste.
—MMF has an addictive quality that made me want to play it over and over again. It seemed that I could never get enough of the fast-paced combat, the quick and flowing roaming and the productive looting, and I would gladly have explored more dungeons if they had been available. Thus, there was absolutely no need for the copious amount of fake longevity that was injected into the game. There was no need for this imprecise crafting system that requires tons of tries and retries to yield something useful, nor was it necessary to make the high-level Evolve, Bloom and Awaken items so insanely rare and difficult to obtain. And let's not even talk about the criminally stupid decision to leave Plushkins' recruitment to chance AND to make all Hearts but the elusive rainbow one basically useless in boosting up recruitment rate. If you want your game to be longer, fill it up with extra content, not with gameplay limitations that ruin the fun.
Mind you, I actually liked Moco Moco Friends despite its flaws, and I do have very fond memories of it. However, I have to admit that I expected to like it more. The mix of Pokemon-inspired recruiting and fighting mechanics and dungeon crawling seemed like a match made in heaven, but the result was underwhelming and missed the mark on both sides. Neither the recruiting and fighting mechanics nor the dungeon crawling are fully satisfying, and the game suffers greatly from it. That being said, I think the formula is quite promising and could be easily improved on and yield great results. Make the dungeons larger and more cleverly designed, rebalance the Plushkins, add a couple of features to get rid of the need for fake longevity and voilà! This could produce the perfect mix between creature-recruiting and dungeon-crawling, and I certainly hope that such a game will come to exist and that Moco Moco Friends will be more than a one-shot game. We need new exciting RPG franchises, we do! Thanks for reading, and be my guest anytime!
Great review, I'm glad you did have fun playing the game. I have to agree with you on the unpolished part, but I did keep in mind that the game is aimed at younger kids. Although I did find some of the conversations a bit on the weird side, especially when I kept the young audience in mind.
ReplyDeleteStill, I liked it, and I do think too that they could have made it much bigger!
The least said about the dialogues, the better! They were definitely weird, and the running jokes were insanely irritating on the long run. I swear I wanted to throw my 3ds against the nearest wall every time Konpei complained about going bald...
DeleteStill, it's a nice game that is perfectly fit for a kid's first steps into RPG-dom. Hopefully there will be a sequel someday, the formula has some potential and there is a lot of room for improvement!