I am Mog Anarchy, and I like to play games. Whether they are old, new, retro, modern, online, offline, console, computer, critically acclaimed or notoriously bad. Here on my blog, I rant about, review, trash talk, praise and generally talk about all of my favourite and least-favourite games. I also write my own guides on how to accomplish tricky tasks, show off my creative endeavors and challenge myself with crazy in-game tasks. I also have a bunch of gaming merchandise which I am glad to show off. So drop me a comment, I love hearing your questions, criticisms, comments and general gaming discussions. :)

03/06/2019

Review: Stardew Valley

What would you get if you threw Harvest Moon, Rune Factory, Minecraft, Terraria and Animal Crossing into a blender, filtered it through an 16-bit retro sieve and served it on a Steaming indie community buffet table? Well, asides from the confused looks from the guests reeling from the pile of crushed cartridges and discs emitting smoke - it's likely someone would mention they'd rather be at home playing Stardew Valley.
Stardew Valley is a 2016 RPG/farming simulator game developed by Concerned Ape and published by Chucklefish on Steam, and later ported to the Xbox One, PS4, PS Vita, Android and Nintendo Switch.

The game begins with a player creation screen in which you can customise your character avatar by changing their hair style, hair colour, eye colour, clothing and accessories such as beards or glasses. You can also name yourself, your farm, your favourite thing and choose your preference between cats or dogs. You can also choose between 5 different farm layouts, each of which is tailored to a specific play style or the focus on one of your characters’ main skills.


Unlike Harvest Moon however, you aren't limited to just farming to progress and generate income. Your five skills, which can be advanced by simply using them day to day are farming, foraging, fishing, mining and combat. Farming focuses on growing crops and raising livestock, foraging focuses on collecting wild fruit and herbs and chopping trees and logs for lumber, fishing is exactly what it's name suggests, using your fishing rod and also crab pots to catch fish and seafood, mining focuses on digging up ore and gemstones and combat involves using swords, daggers, clubs and slingshots to fight wild monsters in specific areas. Each of these skills can be used to earn you money, by selling whatever you grow, harvest, pick, chop, catch, dig up or by selling monster spoils and treasure - and whether you choose to focus on one, a mixture of several or even all five is entirely up to you.


The storyline of Stardew Valley opens with your player character working a dead end, soul-sucking repetitive job at the evil Joja Corporation before he or she remembers their grandfather left them a sealed envelope as part of his will, which he instructed you to open when you were in need of a change. As it turns out, your grandfather left you the deed to his old farm and his cottage - so naturally you move in and attempt to clear it up and make a go of living off the land.


The most impressive aspect of Stardew Valley in my opinion is the fact that Concerned Ape, the development studio is literally one person. That's right, every aspect of the game’s development was done by the same person, Eric Barone. The script, programming, art, sound and animation - everything was done painstakingly by hand over the course of a four-year development period by Eric himself, working out of his home in Seattle. To this day, Eric still takes time out of his day to answer questions from players and fans, and once-over hand-restored several players’ corrupted save files.


Unlike the majority of video games that are wholly driven by progression, scoring or the amount of money you can make in the shortest space of time, Stardew Valley shuns this in favour of encouraging players to play at their own pace, to take their time exploring, experimenting and making friends with the residents of the local town. There aren't any major expectations hanging over your head, so whether you want to build a fully automatic blueberry factory and roll around in your profits or spend a whole day walking through the forest picking flowers - you're welcome to play exactly how you please.


For completionists like me, there are some goals to work towards but the majority of them are self imposed tasks. There is the obvious challenge of maxing out your skills, which will come naturally through gameplay if you experiment with all of the different tools - and there is also the Community Centre. There are two large buildings within the town of Stardew Valley, the run-down and abandoned community centre and the large and intimidating Joja Supermarket. It is up to you who you work with. The Joja route is noticeably easier as all it requires it for you to raise a set amount of money, whereas the Community Centre encourages you to try different things by asking you to create “bundles,” i.e. a bundle of ocean fish, a bundle of summer crops, a bundle of smelted metals. Ultimately they lead to unlocking the same rewards - such as rebuilding a broken bridge, fixing a mine cart or opening up a bus route in order to allow you to access new areas. Each route also unlocks its own respective achievement or trophy and related in-game items.


My biggest irritation with Stardew Valley is its hands-off approach. Unlike many modern games that have a tendency to hold your hand throughout the game, Stardew Valley throws you in with little to no instruction whatsoever beyond the controls. There is no tutorial, no on-screen hints or any beginner quests that could offer first time players an idea of where to begin. And as the game itself is so broad with a vast amount of different things you can do, it lead to me feeling very overwhelmed - thus once I finished my first month, I restarted the game not once, not twice, but four times - as it took that long for me to feel comfortable and confident enough that I'd learned enough of the game to actually enjoy it. 

Even adding a tutorial or beginners mode or adding the option to enable hints or tutorial quests would solve this issue, in my opinion. Personally I also despise games that guide you through the game with you on a set of toddler reins, but sometimes there is such a thing as stepping away a tad too far. Some players may love learning through trial and error, but I'm a needy sort who needs constant validation that what I'm doing is what I'm supposed to be doing!