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Animal Crossing: Wild World

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Animal Crossing: Wild World

Animal Crossing: Wild World

Image © Nintendo
We can't choose our neighbors, but sometimes we can dig up their flower bed. Animal Crossing: Wild World for the Nintendo DS simulates a unique neighborhood experience that lets you shape your yard, your home, and your surroundings. There's no guarantee that you'll like the cheery animal-person living next to you, but there's so much to see, do and collect your home town that being confined indoors when an annoying neighbor is on the prowl isn't all that bad.

It's a Wild World

Animal Crossing: Wild World is the sequel to the original Animal Crossing for the Gamecube, and the prequel to Animal Crossing: City Folk for the Wii. However, each game is a separate experience: though all three games play similarly, there's no need to have played Animal Crossing on the Gamecube or the Wii in order to enjoy Animal Crossing: Wild World. In fact, if you're looking for your first Animal Crossing experience, the Nintendo DS installment of the series is arguably the best game to start with.

The object of Animal Crossing: Wild World (and all Animal Crossing games) is to take up residence in the town of Animal Crossing and carve a comfortable niche for yourself. You play the part of a bright-eyed youngster on his (or her) own for the first time in a strange new world. A friendly merchant raccoon named Nook provides you with a small house and a mortgage. You're responsible for paying off that mortgage—and for funding future expansions and furnishings.

Long-Lived Fun

Unlike most games, Animal Crossing: Wild World doesn't have a final boss to beat, or a final ending to acquire. You simply tailor your town and your house to your liking by collecting and displaying novelty objects with themes that vary from holiday sets to nostalgic Nintendo accessories. You can catch rare species of bugs and fish (which differ with the seasons) to donate to the town's Museum, or you can dig up fossils to erect a mighty display of dinosaur bones. You can plant and grow fruits that you can sell to pay off your mortgage. Friends can even visit your town over a Wi-Fi connection to bring over items and fruits that might not be available in your own village.

Oh, and you shouldn't neglect your neighbors, of course. They'll move in and out through the course of the game, though a few might stay and become your true friends. Neighbors might give you gifts, ask favors, or solicit opinions on clothing or a catch phrase. Thanks to the game's witty writing and humor, talking with neighbors is usually a lot of fun.

Welcome Home

Animal Crossing: Wild World features simple visuals that are pleasantly cartoon-like. The music is likewise enjoyable, and changes from hour to hour (real time is kept in-game, though it can be adjusted if you adjust your DS clock). Menu navigation is an easy hunt-and-peck affair thanks to the DS stylus.

Despite all the things there are to do in Animal Crossing: Wild World, some players may get bored of the routine, even if they haven't yet caught every bug or fish, or bred every species of flower. Even the neighbors have a way of repeating themselves and occasionally coming off as computer-controlled cut-outs instead of living residents. But when you consider how most games provide up to 30 hours of fun whereas Animal Crossing: Wild World can easily keep you occupied for a few months, if not forever, taking up residence in the town is well worth the cost of living.

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