![]() How did you know this is exactly what I needed yesterday?ĭay two’s theme is the hard physical labor I was honestly sort of hoping to just put off into perpetuity. Pierre, you sly targeted-marketing bastard. This letter was in my mailbox when I woke up. Some first day, huh? Met some new people, explored some cool surroundings, was almost lost to the wilderness and the elements immediately.Ĭan’t wait to see what day two will bring! Hopefully all this wood and stone is nice enough to stay around overnight! And then, finally, as the clock turns midnight and also turns red, I finally reach my bed. But my small backpack is already filled to capacity. Some of the stuff I break I actually pick up, like grass fibers and assorted seeds. I hack and pick and slice my way up to my house. Why does a farmer need a pickaxe, you might be tempted to ask? I don’t know, but with all these goddamn rocks blocking my path, I’m sure glad I have it. Farmer-me comes pre-packaged with a small set of tools: an axe, a hoe, a watering can, a pickaxe, and a scythe. On the top of my screen - on the bottom, before, but apparently it switches position - I see an Equipment Action Bar. Finally, the palette is rounded out by naming three things: myself, my farm, and my ‘favourite thing’. I even get to pick a farm animal! Either a cat, or something that’s not a cat and as such never stood much of a chance. There’s some real creative stuff in there: the sheer volume of fancy robot gear I can put on my face alone puts a lot of other character creators to shame. #XENONAUTS BASE SELECTION BLACK SCREEN SKIN#We’re talking hair styles, skin colours, fashion decisions, and triple-layered variable-colour sliders for everything I’m allowed to change. It turns out that all the depth and creativity that could have gone into options menu was funneled into character creation instead. This holds for all games, everywhere, even the ones that aren’t Stardew Valley. If you think your game doesn’t need accessibility options, you’re 100% wrong. But please, just give people some handholds. I’ve done interface design for a living I understand how easy it is to hope and think that your one layout works for everyone. Developers, I know that you think your current game layout is perfect and its Best Possible Self. You realize that some people really need these things, right? Colourblind people, and people that are hard of hearing, and people with particular controls setups. Whenever games decide that easily accessibly options are for squares, I’m always a little disappointed. The squares in the top right toggle fullscreen, the note in the top left mutes all audio or nothing, and the question block in the lower right is just a tiny credits popup. Look at this gorgeous bit of nature! Look at these bright lovely colours! Listen to this smooth calming music! The first word that comes into mind as Stardew Valley‘s opening crawl sweeps over the (presumably) titular valley is idyllic. The first, based on screenshots and a handful of half-skimmed gameplay overview and diaries, was something that I have to assume is a common refrain in reviews for this game: “Wow, this game looks a lot like a carbon copy of Harvest Moon.”Īnd the second, right after that: “Sweet. I was hit with two thoughts in quick succession while doing my bare preliminary research on what Stardew Valley was and what I should expect. And all the articles and thinkpieces I saw coming out about it certainly didn’t harm my interest either. Mostly by virtue of the fact that it was requested at all. One-man-wonderteam ConcernedApe‘s Stardew Valley was by far the most requested review game of the last few weeks. “Jarenth, you should play Stardew Valley!” ![]()
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