I'm done with cute Pokemon-like dungeon crawler
Moco Moco Friends after... well, an undertermined number of hours of
play, since MMF doesn't provide the player with a timer. This oversight
somehow sums up the entirety of that game: Moco Moco Friends is cute,
charming and addictive, but it's also lazy, unpolished and superficial. The
game's undeniable qualities are tarnished by numerous shortcomings that
prevents it from reaching gaming greatness; instead of a cult classic or even a
excellent game, we have a palatable one that is certainly enjoyable but by no
means extraordinary. Without further ado, here's the enumeration of Moco
Moco Friends' positive sides, along with the flaws that mar them.
—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.
—Fighting is a stimulating, fast-paced and streamlined
affair that never gets old despite its simplicity. I was really fond of the
shortcut system that allows to choose an action by pressing the D-pad and the
lush fighting animations were a feast to the eye. Seeing the stuffing pop out
of injured Plushkins was nearly too adorable to handle, and their cute little
voices made me melt. And let's not talk about their looks: all these fluffy
creatures were so incredibly charming that I wanted to recruit nearly all of
them on the spot, especially in the late stages of the game. (These foxes and
deers were so elegant!) Yes, you read that right: the serial solo runner wanted
to play a full-party run. Alas, it turned out that the game wasn't exactly in
the mood to indulge me. For, lo and behold, recruitment in MMF is
totally random. There is no device à la Pokeball to capture the
Plushkins, who decide themselves whether they wish to follow you. And
unfortunately, they do not wish it that often. And when they do, they turn out
to be mostly useless anyway. Let's face it: the party dynamics in MMF are
terrible. Not only are all the Plushkins significantly weaker than Scrunchie,
but they are also affected with arbitrary level limitations; and whilst
Scrunchie evolves automatically, other Plushkins can only evolve through the
use of ridiculously rare items that are a pain to obtain. Maintaining an
efficient party in that game requires much more effort that it should, and it
wasn't long before I was cruising with Scrunchie alone and using other
Plushkins solely as Training fodder to level her up. Once at her peak level,
she was pretty much unstoppable and could one-shoot most opponents without
breaking a sweat, which was tremendously fulfilling. And yet, had the game been
more accommodating and made party maintainance a pleasure instead of a hassle,
I would have gladly roamed the dungeons with a full party.
—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.
—The production values are excellent. We're talking
about lovely graphics, lively soundtrack, adorable character designs and an
overall lushness that makes the game quite irresistible. All that goodness
makes the following shortcomings all the more surprising and disappointing. Why
is the game world so pitifully tiny, making Gameboy-era Pokemon entries
look like Skyrim compared to MMF? Why is the pacing of the
missions so tedious and repetitive, alternating between Sealing Evil
Vortex/Helping friends train/Retrieving important item—rinse and repeat ad
nauseam? Last but not least, why was the ending completely blotched,
sending the player back to the point before fighting the final boss even after
said final boss has been beaten? That was understandable in older RPGs without
postgame that didn't automatically save after beating the final boss, but MMF
does save automatically after the last fight and grants access to a
postgame dungeon; so why do all the characters keep acting like the final boss
has never been beaten? Whether this is a glitch or an oversight, it is
frustrating and ruins the pleasure of having cleared the main game.
—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!
2 comments:
YvoCaro 8 February 2016 at 21:16
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.
Still, I liked it, and I do think too that they could have made it much bigger!
Isleif 9 February 2016 at 10:53
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...
Still, 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!
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