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What is the standard phrase for Harvest Sprites? Budum, Cock-a-doodle-do, or Psaw:


   

Topic review - Make your perfect Bokumono game out of...
Author Message
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
- Art style similar to AWL or TOT
- Voice clips
- No highly emotive animations like in TOT or MM.
- Would portraits be redundant with high quality models?
- Characters and character designs similar to AWL and 64. I like how down-to-earth they are.
- A few "uglier"/plainer bachelorette and bachelors. I hate how the remake made Rick so pretty.
- Cameos and references from previous games.
- Realistic animals ala AWL. I just wish that the cows were easier to take care of. They need to bred every month or so.
Post Posted: Oct 14, 2020 7:59 am
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
I agree with you about RNG maintaining the illusion of varied dialogue. It feels like you're in a time loop when they have the same dialogue seasonally. But then again I suppose the same can be said for RNG dialogue too LOL.
Post Posted: Aug 15, 2020 1:53 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
64/BTN/AWL & STH's atmosphere and more mature, "down-to earth" topics. I miss when things weren't perfect, when there were skeletons in people's closets, when there was a freaking BAR! The new Story Of Seasons feel a bit too sanitized, and I get the feeling this is the main reason Stardew managed to surpass HM/SOS for Western audiences, Harvest Moon wasn't keeping it "real" anymore, and was getting a bit too childish.

64's RNG dialogue. More than any other entry I feel 64 does dialogue best, yes even better then Rune Factory 4, for one reason and one reason only, RNG. Playing multiple save files of RF4S back to back, even I began to notice that as varied as the dialogue is, it's still programmed so as to have set dialogue for each day of the year. So while it's true that you certainly will get different dialogue every day in RF4, that dialogue will still be the same depending on the day. So for example during your 2nd year on Spring 10th you'll get the same dialogue you got on Spring 10th of your 1st year. Basically it's a looping system. Whereas for HM64, while it undoubtedly has less dialogue than RF4, it maintains the illusion of variety much better by sheer fact that the dialogue is RNG generated. There's no set system in place determined by such things as looping or friendship. The system is completely random and very rarely will 2 days of dialogue ever be the exact same for all characters. Why the SOS/RF series hasn't adopted 64's RNG dialogue template as standard is beyond me, but it's clearly the best iteration of the system.

AP/TOT & 64's rival marriage & children system. 'Nuff said.

64'stime system. It is my belief that much like dialogue, 64 also perfecting the time system. Extremely short, snappy days that aren't a drag to go through, while at the same time making sure to stop time indoors & situating the towns in such a way that it's entirely possible to do all your chores and still have enough time for socializing, all within the span of 5 minutes a day. Brilliant, simply brilliant! If 64's time system can't be brought back, can we at least comprise and have the Mineral Town time system be the set standard?

64/BTN/AP's festivals. I miss when festivals actually felt like festivals, and had a history and sense of cozy community to them. Trio of Towns was a step in the right direction I admit, but even it didn't quite nail it since there were quite a few romantic festivals that played out more like a visual novel with just static backgrounds & portraits rather than letting us see the actual environment & character models. Talk about lazy.

BTN/FOMT's Harvest Sprites. This is hands down, the single best gameplay mechanic the HM/SOS series has ever introduced... and it was only for one set of games. Which is ironic, because I believe BTN/FOMT's are such chill, simple games already that these are the games that probably least need it the most. Oh but you know what games did desperately need it? How about pretty much all
the 3DS games with their already ridiculous amount of animals you needed & micromanaging of fertilizer & treat stats. Seriously Marvelous, with how downright hectic the new games are, how come a Harvest Sprite system isn't in them?

AWL/AP/TOT/& kinda DS Cute's child rearing system. Again nuff said. Oh also, I'd like to actually be able to pick up my kid while they're still a baby & show them around town like in 64 and AP. Again, don't know why such a no-brainer feature was only in 2 games so far but I digress.

FOMT's gameplay mechanics. I believe they were perfected here. Tool use & switching is fast, snappy, fluid, intuitive & fun. Limited amount of makers that are automatic instead of on a wait time, just sheer perfection. Only need to worry about Lumber, Ores & maybe Stone for resource gathering and that's it. No hoarding required.

64/BTN/FOMT/DS/& Rune Factory 4's abundance of random events. They just made the town feel that much more alive.

HOLV/Rune Factory 4/& Trio Of Towns quantity of dialogue. While I still believe 64 had the best implementation of a dialogue system in place, there still needs to the sheer vastness of dialogue like these 3 had.

APallowing us to take walks with our spouse & child & villagers would comment on them. This needs to come back, it's the equivalent of the "walking Pokemon" feature for HM/SOS.

ANB/SOS/Trio allowing us to have meals with our family. If there's anything they should keep from the new games, it's this feature.

Rune Factory 4's date system. Again, enough said. Or if that's too much trouble to implement for « Harvest Goddess » know's what reason, at least allow us to go on vacation like ANB (& kinda AP?) had.

64/BTN/FOMT's lack of plot and tutorials. If I wanted a good plot I would go and play a JRPG, not Harvest Moon. I play HM/SOS for the life-sim aspect. There shouldn't even be a plot for this type of game. Grandpa left you his farm and now it's up to you to restore it? Done! That's really all you need. Also please stop trying to make me some kind of Hero Messiah like all the recent games have been doing. I don't want the town to revolve around me, I just want to live in it, like any other resident. The games becoming so player-centric really breaks immersion and takes you out of the experience. On top of which I really hope they abandon the style of cutscenes the 3DS games have been doing. Long cutscenes are fine, but there's just something so slow about the current system, plus they always take time out of your day which I feel is just unfair cause cutscenes/random events in the old games never did that.

Rune Factory 4 & Trio Of Town's get-togethers/sleepovers

Rune Factory's villagers able to converse with each other and you stumble in on a convo

64 & Rune Factory 3's friend groups/"cliques." Again, this just helps add to the believability of the community

ANB/SOS/Trio's sheer abundance of clothes & home customization options. Whatever you do don't get rid of this please Marvelous, just maybe make it so they're gate-locked by money rather than hard to get materials that you need specific animals for.

AP/TOT/Magical Melody's mines.

There you have it, my perfect Bokujou game, combining all the best aspects of the games!
Post Posted: Aug 13, 2020 2:30 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
VanillaCookies wrote:
freckles wrote:
This is why I agree that there should be difficulty settings in the future. I know this is a "casual" game to begin with, but some of us want it to be very casual. With work and other pressing needs, I don't have the time like I did as a child to really map out my farm life. So it'd be nice if players had the option to adjust that. I liked this feature in SoS:FoMT.

Honestly I'd be down for this, particularly since the difficulty settings in Trio weren't... Well... Very good. :? Easy and normal were barely distinguishable from each other after awhile, particularly if you started with the Tycoon personality and there was no harder difficulty for people who wanted an extra challenge either. It'd be nice to have proper casual , normal, and hard difficulty modes to chose from. With the harder difficulty maybe taking a page from Trio's Brand system, the casual mode taking a page from ANB, and the normal mode finding some happy medium between them.


Yeah like having only two options for difficulty isn't very helpful for those who've played before but want more of a challenge. I think that's something they could easily implement in the future.
Post Posted: Aug 08, 2020 11:54 am
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
freckles wrote:
This is why I agree that there should be difficulty settings in the future. I know this is a "casual" game to begin with, but some of us want it to be very casual. With work and other pressing needs, I don't have the time like I did as a child to really map out my farm life. So it'd be nice if players had the option to adjust that. I liked this feature in SoS:FoMT.

Honestly I'd be down for this, particularly since the difficulty settings in Trio weren't... Well... Very good. :? Easy and normal were barely distinguishable from each other after awhile, particularly if you started with the Tycoon personality and there was no harder difficulty for people who wanted an extra challenge either. It'd be nice to have proper casual , normal, and hard difficulty modes to chose from. With the harder difficulty maybe taking a page from Trio's Brand system, the casual mode taking a page from ANB, and the normal mode finding some happy medium between them.
Post Posted: Aug 07, 2020 6:14 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
This is why I agree that there should be difficulty settings in the future. I know this is a "casual" game to begin with, but some of us want it to be very casual. With work and other pressing needs, I don't have the time like I did as a child to really map out my farm life. So it'd be nice if players had the option to adjust that. I liked this feature in SoS:FoMT.
Post Posted: Aug 05, 2020 10:55 am
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
Anabel wrote:
Also, I think it was SoS that had you raise the general category of the Harvest Festival or Animal Festival, instead of each individual crop or animal. That was really nice. Just give me veggies, tree crops, flowers, etc. Not "bring your cucumbers up four ranks. Now your strawberries, now blah blah blah.


That was ANB. SoS and Trio have both had horrible brand-raising, where you only raise each individual crop. In ANB, if you raised one flower a rank, you raised them ALL, but in SoS and Trio you only raise the single crop you entered. Like...just turnips. Whereas in ANB, if you won the veggie category in the harvest festival with a turnip, you raised ALL veggies.

It was TOO easy to max everything to gold in ANB, imo...I had every crop, including flowers, honey and animal products, at max in under two years, iirc. So I'd have liked if they'd sectioned the categories a bit differently. Like in SoS you had root veggies and leafy veggies and other field veggies, and I wouldn't have minded raising each category separately...but they made you raise every single veggie separately. You'd have had to play about a hundred years if you wanted to max every crop (not joking.) It was awful. You had to choose what to specialize in, in ANB and Trio. It was a major pain. ANB was a bit TOO easy...I'd like to work on my crops for more than a year or two before I have every single one at max brand...but SoS and Trio went way, waaaaay too far in the other direction. Too easy is preferable to too difficult, imo.
Post Posted: Aug 03, 2020 4:00 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
@Code_Name_Geek: Yeah, it was a good compliment to fishing and gameplay. Also, yes, definitely having nice rural nature areas without a bunch of houses scattered around would be great. :)

Something that I forgot to mention: Any game where you can make seeds out of the crops you grew, and they kept their rating. I've never been a huge fan of fertilizing, and having to only get the crop up to max once was really nice.

Alternatively, something similar to ToT/AP/ToTT/etc., where you fertilize the soil instead of the crop.

And the variety of festivals in 3oT would be nice.

Also, I think it was SoS that had you raise the general category of the Harvest Festival or Animal Festival, instead of each individual crop or animal. That was really nice. Just give me veggies, tree crops, flowers, etc. Not "bring your cucumbers up four ranks. Now your strawberries, now blah blah blah."

Sorry. I did say "for now". :(
Post Posted: Aug 03, 2020 3:50 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
Anabel wrote:
Oh, and any game that includes the ability to catch and sell bugs.
Ooh I completely forgot about this, but that would be a feature I would choose as well!! I like catching bugs and always felt it was a good counterpart to fishing.

Another thing I realized I forgot to mention was having a big mountain/wild area to forage in. This is one of the few things that I felt was really lacking in 3oT, and I know it was to accommodate the huge maps of the three towns but it felt so much less… rural than other games, I suppose. Would definitely like to see the return of a large foraging area of some kind!
Post Posted: Aug 03, 2020 8:17 am
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
Oooh. Here's mine, in no particular order.

First and foremost: ToT's mining. Multiple mines, with several floors, with more than just ores that you can get, and the ores sparkle if they're not junk? Please. Please. Please.

ToT/AP/SoS's (and others, I'm sure, but I don't specifically recall) house decorating. I can choose where stuff goes, what furniture I have, the colors and styles, and I can mix and match? Yessss.

Also, multiple rooms, as seen in ToT/AP/SoS/AWL.

ANB's designing/placement. I get to choose the layout of my farm, my barn's pastures, my town. I loved making things just so in that game. Better tile placement, though. Maybe have a tile broken into 5 sections? 4 corners and a center? I don't think that they did that. It's been a while since I played ANB, though, so I may be misremembering.

ANB/SoS/3oT's building/making. Especially ANB. Though yes, definitely with the ability to buy the materials to build or make things. Although it'd also be nice to be able to just buy the objects for an increased price, too. That way if you want to hunt around and take the time to make it yourself, you can. If you want to just sell stuff and get the money to buy it you can do that, too.

ToT/AP's rival system, and rival kids. Though it'd be really great if it could be taken one step further, and have ... well, not quite a free-for-all, but similar. Instead of having it limited to one pairing, have multiple combinations. I would always choose someone who had no rival, because I didn't want someone who could get married to be alone, and I wanted the maximum amount of villagers possible. If they all had multiple candidates you could choose who you wanted without worry, and decide on different pairings if you didn't like one. A true "anyone with anyone" wouldn't work because, realistically, not everyone works with everyone else. But that doesn't mean that there's only one true pairing, other than your character, either.

AWL's world/time/community/whatever you want to call it progression. Start out, get married, have a kid, grow older, watch the residents and your kid grow older, eventually die (and not even having that be the end of the game). It added such depth to the game, and I was very disappointed that no other Bokujou game (that I know of) did that. It doesn't help that AWL was my first Bokujou game, and it kind of set a standard, in my mind, that none of the others lived up to.

AWL's ability to really interact with and influence your kid. I know that you could do that in other games, too, like AP, but I think that it was much more in-depth in AWL. I could be mistaken, though.

Any game with multiple kids. Especially ToT/AP's ability to have a combination of genders. Two girls? Cool. Two boys? Cool. Big sister/little brother? Cool. Big brother/little sister? Also cool. It was also nice that they could have different personalities, and different personalities liked different gifts.

Also, ToT/AP's ability to change your child's outfit.

Any game where you had a bell, or could push a button, to get your animals in and out of the barn quickly and easily. No pushing, no herding, no "argh, go here, no now you're stuck grrargh". Just "click", done.

Any game with a variety of animal pets. Especially ToT/AP's ability to tame wild animals. Yes, I want a penguin. Yes, I also want a bear. Heck yes, I want a panda. Yes, I want them all. I know I can't have them all, and it would be wildly impractical to basically have a zoo on your farm, but at least having the choice to tame and bring one of them into your home is nice.

Also, any game with a natural hot spring, like in ToT/AP. Especially if there's more than one, and they're scattered about the map.

ToT/AP's personality questions. I don't recall if they had any practical effect on the game, but I liked them.

3oT's depth of dialogue. Expanded, though.

3oT's events for all types of characters. Though it'd be nice if you could see more than one a day.

3oT's new game+ personality, where you could port over aspects of a previous save.

SoS/3oT's trading system. SoS's was especially nice because you could trade a lot of different things, including items that you created.

SoS/3oT's gameplay difficulty choices.

ANB's multiplayer with the giant animals.

3oT's achievements.

Any game with an actual story, and goals to work toward.

Any game where you can discover recipes by making them instead of just buying or finding them. Though buying/finding them is cool, too. But the ability to make them without having to wait for them to unlock would be great.

Also, any game where there are helpful things scattered about that would be impractical to have on your farm. The grinder in SoS/3oT is all well and good, but the mill in ToT/AP is so much cooler.

ToT/AP's ability to buy multiple plots of land, and to have alternate houses.

Related to above: MM's ability to choose where your house goes, and there being different benefits and drawbacks to the plots. Like how the one in town was conveniently located near shops, but there was much less room to farm.

ToT/AP's huge maps. Maybe with AP's map traversal system. Or something similar, like what was had in 3oT. Though it'd be nice to have it unlock earlier in the game.

FoMT's ability to woo any of the marriage candidates. So often, I feel, these games give the best personalities to the girls. And I want to play as a girl, but I also want to marry the personality that I want to marry.

3oT's food effects.

NOT 3oT's crop system. It took so long to perfectly upgrade your crops, and then to have a typhoon or blizzard set it back? Especially at the end of a season, when there's no time to get it back up there? groan

Speaking of crops, AWL's crops growing across multiple seasons. I know that other games had some crops that grew no matter the season, but there weren't nearly as many. AWL had most crops grow in several seasons, and I really liked that. Or, at least have it like the games where the first day of a new season doesn't mean the instant death of your crops from the last season.

Any game where you can see how long it takes the crop to grow on the bag.

Also any game with a huge inventory.

Any game where the clock pauses indoors. I think many had them pause while in your inventory, which is also a must, but I really liked being able to be in my house and only having time progress outside. It gave me time to cook, or sort through my inventories, or watch T.V.

That's another thing. Any game with a watchable T.V.

3oT's shoulder button greetings. It made things go so much faster. Did SoS do that too? I don't recall anymore.

SoS's art style, or something similar. 3oT's was good too. Maybe a blend of that? I really liked the ... earthiness, I guess you could say, of SoS's. And please no chibi sprites. Looking at you two especially, Magical Melody and SoS:FoMT.

Also, and I know that this falls a little outside the bounds of what this thread is about but I think it counts because I have no strong feelings either way to a part of it, but if they do multiple towns again (which I am neither opposed to nor in favor of), if they could do something like in ToTT, where you can move back and forth and there are different benefits for living in different towns, that could be cool.

Oh, and any game that includes the ability to catch and sell bugs.

I think that's all. For now.
Post Posted: Aug 03, 2020 12:27 am
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
VanillaCookies wrote:
Wait there's no friendship decay? Okay that definitely makes it easier to just breathe and do what I want then. :lol: I was operating under the assumption there was since the last Bokumono I picked up was SoS:FoMT. Thanks for clarifying that!


Ha ha, yep! You're not the first person to breathe a big sigh of relief at that! A lot of people hadn't realized there was no friendship decay in Trio. In fact, a bunch of people didn't quite believe there was none even when we told them...we had to reassure them en masse, with links and evidence, before they'd believe it, lol.

Trio is HECTIC if you try to go to all three towns to talk to people every day. That was a big issue for a lot of people when Tsuyukusa finally opened up...I remember threads popping up left and right, with people asking how you could manage your time...how could you possibly take care of your farm AND go to every town to even shoulder-button-greet each person. People were asking what kind of schedules people had, and did they maybe just alternate towns? Go to Westown one day, Lulukoko the next, and Tsuyukusa on the third? That might be manageable!

Then we tell them that there's no friendship decay so you don't need to go ANYWHERE just to say hi...not for the sake of keeping your FP up!...and it's like they all deflated out of sheer relief, lol. I remembered saying 'are you sure?' the first time I heard that there was no FP decay, ha ha. I had to be told they'd even tried sleeping for a year while trying to trigger/do something else, and that their FP hadn't dropped a hair with anyone, before I believed it :)

I don't just love lack of FP decay...I lurrrrrve it, lol. If Marvelous sticks with the model they have had going in the most recent three games (not including the remake), and keeping us very busy with things to do, I hope they will always stick with no FP decay, as well. No FP decay didn't make me stop socializing...it just made me enjoy it more, on my own schedule. Not feeling pressured to do any of it, I no longer resented it, and then often went around during my chores to chat to people just for fun.

thegrouchyfarmer wrote:
Yeah, I am a little hesitant about not enjoying it as much as 3oT for similar reasons. If 3oT had the rival farming, conquest fields and the various maker buildings, it would have been near perfect. I always scratch my head whenever they back pedal on features. And I absolutely agree with you, friendship decay is really annoying. I like a challenging game, but only if it’s done in such a way where it’s not grindy or tedious.


Yeah, Trio was great. If you splice out about a third of ANB and just a teeny, oh, 5% of SoS, and stuff them into Trio, it would have been missing nothing, for MY tastes anyway. Though visually I do also think that RF4 had the best variety of candidates and the nicest-looking portrait art. :) Except maybe a more interesting 'post-game', which maybe needed more child stuff in it, or the ability to pair up rivals after marriage or after the plot was resolved.
Post Posted: Jul 30, 2020 1:41 am
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
The fact that there is no friendship decay in 3oT was HUGE to me when I played it, because that was always one of the parts that stressed me out the most @ feeling like I had to go and greet everyone everyday. That, coupled with the fact that hitting the shoulder pad lets you automatically greet everyone in your vicinity, made the game so much less stressful for on the friendship front. I think it was the first game where I maxed out everyone without trying. :')

And it really is interesting how they bring in something new each game, but also don't always carry those into the next installment. On one hand, the fact that they're willing to explore and change things is great, and we've gotten a lot of excellent mechanics because of it. On the other hand, you can't help but ask "why didn't they bring ______ back" as well sometimes.
Post Posted: Jul 29, 2020 6:49 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
Kikki wrote:
It's hard to go back to SoS after Trio. With the looooong walk to town and no speed up food effects, all the different conquest farm fields, and the lack of events, and it taking 4 years to unlock the final animals, etc...I played the bejeebus out of it when it came out, but I tried to play it again after Trio and it was just...lacking. Even though I like the portrait style better than Trio's, and it has several other really cool features.

I found time well balanced in Trio, though...once I knew there was no friendship decay and that I didn't need to run around talking to people EVER unless I had the time and inclination...I could just let festivals raise my FP and it wouldn't drop no matter how long I ignored them...I felt like I always had plenty of time to finish what I needed to every day, even when my fields got full (unless I wasn't updating my tools at all.) I almost never used the speed-up food unless I was trying to do something specific...at least, not if I was using the speedy food effect to make me run faster! :)


Yeah, I am a little hesitant about not enjoying it as much as 3oT for similar reasons. If 3oT had the rival farming, conquest fields and the various maker buildings, it would have been near perfect. I always scratch my head whenever they back pedal on features. And I absolutely agree with you, friendship decay is really annoying. I like a challenging game, but only if it’s done in such a way where it’s not grindy or tedious.

freckles wrote:
Another nice addition would be bachelor/bachelorette animated cutscenes! Rune Factory did an exceptional job with these; it truly brought the characters to life, albeit for a few seconds lol. RF4 on the Switch's marriage features really fulfilled my dating sim(p) thirst. And it's optional!


Yes, yes and more yes. RF4 did such a good job with the characters, dialogue and dating. If they incorporated those features into SoS, I would just toss all of my money at Marvelous. It’d be nice if they used the portrait art from RF4 as well.
Post Posted: Jul 29, 2020 6:42 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
Kikki wrote:
It's hard to go back to SoS after Trio. With the looooong walk to town and no speed up food effects, all the different conquest farm fields, and the lack of events, and it taking 4 years to unlock the final animals, etc...I played the bejeebus out of it when it came out, but I tried to play it again after Trio and it was just...lacking. Even though I like the portrait style better than Trio's, and it has several other really cool features.

I found time well balanced in Trio, though...once I knew there was no friendship decay and that I didn't need to run around talking to people EVER unless I had the time and inclination...I could just let festivals raise my FP and it wouldn't drop no matter how long I ignored them...I felt like I always had plenty of time to finish what I needed to every day, even when my fields got full (unless I wasn't updating my tools at all.) I almost never used the speed-up food unless I was trying to do something specific...at least, not if I was using the speedy food effect to make me run faster! :)

Wait there's no friendship decay? Okay that definitely makes it easier to just breathe and do what I want then. :lol: I was operating under the assumption there was since the last Bokumono I picked up was SoS:FoMT. Thanks for clarifying that!
Post Posted: Jul 29, 2020 6:37 pm
  Post subject:  Re: Make your perfect Bokumono game out of...  Reply with quote
Another nice addition would be bachelor/bachelorette animated cutscenes! Rune Factory did an exceptional job with these; it truly brought the characters to life, albeit for a few seconds lol. RF4 on the Switch's marriage features really fulfilled my dating sim(p) thirst. And it's optional!
Post Posted: Jul 29, 2020 5:15 pm

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