![]() For example, on the first island of Furrowfield, you start a farm with a woman named Rosie, and the first order of business is setting out to find a legendary worm who can turn the rotten soil into something that can be tilled. The standard gameplay flow follows you hopping between islands, meeting local residents, setting up a base with them, and doing side quests to strengthen morale and gain new upgrades. ![]() It’s moments like this, or when you mobilize your villagers to fend off an impending monster threat, that do a lot of work in giving the impression that your friends are real people fighting to make themselves a home in a hostile environment. For example, if a new character asks to join a base you’re setting up, literally the entire village will drop what they’re doing and walk over to greet the newcomer and offer to show them around. Each named character is memorable in their own way due to some stellar writing, and though you rarely feel invested in what happens next in the plot, you grow to care for the various people living in your villages by virtue of how human they feel, a bit similar to how one grows attached to their neighbours in an Animal Crossing game. It’s clear from the get-go that the story (taking place after Dragon Quest II) is merely used as a vehicle for conveying information to the player and teaching them the ins and outs of the nuanced crafting systems, but we were rather taken aback by the charming nature of how it's presented.
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