Chrono Trigger Review


Quite some time back, I wrote a first-impression review of Chrono Trigger. I called it, “the indie developer’s notes on retro games he/she has not played before.” A few months in, I finally finished the game, and now ready to talk about whether my opinion on the game has changed or not. Warning: there are spoilers everywhere!

Background

As a quick refresher, the first console I’ve owned is the Nintendo 64. My taste lean towards action-RPGs than turn-based or strategy. Charles Barkley’s Shut Up & Jam: Gaiden is awesome.

Before playing the game, I already knew that:

  1. Crono, the lead character, dies at some point.
  2. Lavos is the bad thing.
  3. Frog is a formerly human prince.
  4. There’s time travel!
  5. There’s significant decisions that affects both the story and game settings, often reflected in the future.

Lastly, I will be referencing characters to my custom names (just to confuse you):

  • Crono as Link
  • Lucca as Samus
  • Marle as Jade
  • Frog as Slip
  • Robo as Ness
  • Ayla as Croft
  • Magus as Luigi
  • Epoch as WiiU

Corrections

Last time, I’ve mentioned that I couldn’t run from battle. Apparently, I misread the instructions given at the beginning of the game, and you actually can run away from battle by holding the L and R button at the same time, and waiting until it’s your party’s turn.

Secondly, I also mentioned that experience points aren’t shared. They sort of are: party members not in battle will still receive 75% of the experience from battle.

Positive Changes In Opinion

Overall, I’ve warmed up to the game’s story and battle system. In the beginning, I’ve mentioned that I didn’t like Link that much for having very little character. My opinion changed somewhat during the first story-sequence based encounter with Lavos (the part where Link dies). I have to praise that cinematic portion because the player character does something I would not have done, and helps define the determination the player character has. It was a scant few minutes, but I definitely ended up liking the character more than, say, Link from Legend of Zelda: Ocarina of Time.

While the battle system itself isn’t much to speak home of, especially when it comes to regular enemy battles, I found the boss battles to be a fascinating. Many bosses acts as a sort of a puzzle, requiring certain magic attacks or targeting specific parts first to expose their weak-points. Puzzle battles are certainly one of the many reasons I play JRPGs, and I really appreciate how the player needs to discover the “one right way” to beat the boss. That said, the boss battles themselves aren’t without some serious flaws. For one, I couldn’t see a way to swap out characters during battle, which can royally screw you over when you realize the right members aren’t in your team at the moment. Next, there are very little clues to indicate what magic spell is necessary to really pummel a boss. The one example that comes to mind is the skeletal sand monster in the desert. The proper way to defeat the boss is by stiffening it with water spells, then pummel the lower body that heals the upper one. One would think that since it’s a skeletal sand monster, maybe ice magic would cause it to freeze up. Nope, time to go back to the blackboard. The fact that you have to read a temporary text indicating that you did the right thing is a bit annoying, and worse, easily miss-able.

Next, I felt that the first part of the story was meandering a bit to establish each character’s personality. Which would have been OK — Paper Mario and its sequel are one of my favorite games, and their narrative uses the same technique — have the characters been a little more fleshed-out beyond their classic anime stereotype. Unfortunately, these meandering stories only re-establish the stereotype rather than fleshing the character out. So I find it a bit ironic that the game has to provide optional side-quests to show a little more depth for each character (with Croft as the only exception). Needless to say, I really liked the side-quests. They’re pretty short, their objectives are hinted clearly by Gaspar, and their narrative is poignant and to-the-point.

Lastly, I like how the plot wraps up towards the end of the game, as for once we aren’t focusing on a single character, but rather Lavos and Zeal. These moments helps provide reasons for the player to be motivated in taking out the main villain. Lavos itself is kind of a pointless villain, being mostly static and not being reactive to the world, but I’m OK with that: Queen Zeal takes its stead on being an interesting villain. I found it quite refreshing to find a villain that is not only selfish, but also manages to turn an entire population into a lazy, entitled culture, not unlike Brave New World. Sure, it’s implied that she was manipulated by Lavos to become like this, but that detail to me was less interesting than the fact that we’re dealing with a character who has influential power that prefers to use manipulation over violence to enforce its cause.

Negative Changes In Opinion

There were a few things I liked at the beginning, but as the game went along, I’ve become to like less. The first are the story-changing decisions: it may just be me, but I felt like they completely disappeared towards the end of the game. The lack of such mechanic made the end set of stories feel more linear.

I also felt the time-traveling mechanic to change the future was really under-utilized, especially compared to Legend of Zelda: Majora’s Mask. Only a few side quests made me feel like I was really changing things for the better or worse. A good example of quests making me feel like I’m making changes is getting rid of Luigi’s underling quest. Doing so in the middle ages drastically changes the monster village in the present era to be more friendly towards humans. On the other hand, there’s a small step in a side-quest where you change the personality of a mayor in a village by traveling back in time and showing altruism to his mother. This has no effect whatsoever in the village despite the full 180 the mayor makes, making the whole thing feel rather pointless. It’s such a shame that the majority of the side-quests take place only within the present and middle-ages era. It would have been more interesting to see what would of happened in the dark ages, the future, and pre-historic eras.

Lastly, I find myself utilizing combo techs less and less. Ultimately, a lot of single-character techs proves to be powerful enough that I’ve come to rely on them more as the game went along. So it becomes easier and easier to stick with a single favored party configuration instead of going for more variety as it nears the end of the game. This may be intentional, but given how combo techs are unlocked, I’m inclined to think it isn’t.

Other Parts I Forgot To Mention

I didn’t say anything about the audio last time, so here’s a paragraph devoted to just that: the music is hit-or-miss, and the sound effects are awesome. First the sound effects: they feel absolutely spectacular, as slashes sound great, and critical hits even better. There’s a huge variety of them, especially for a console that couldn’t render many, so I’m quite impressed by what they were able to achieve there. The music, on the other hand, swayed me from great to forgettable. The game’s soundtrack frankly doesn’t stand out, at least in ways that Cave Story does, and falls rather neatly between the “meh” list that includes Kingdom Hearts and Final Fantasy X. I guess I’m not that huge with Nobuo Uematsu.

Next, I haven’t mentioned my opinions about graphics. The game does look pretty good for its time, and there are places where I was surprised with the amount of detail they were able to put in. There were a few problems I had with it, though. In some levels, I felt like artistic details sacrificed the readability of walkable grounds, particularly the prehistoric and future ones. I also felt all the animations for enemy and player characters were pretty good, except for Luigi. I don’t know what he’s doing when he’s casting spells, but I swear it looks a lot like Mr. Game & Watch’s random shuffles.

Lastly, with the WiiU: I like it! I kind of wished more games has it because lets face it: overworlds are boring. I really appreciate there are cool quick-travel options in this game, though I’m not exactly a fan that it was introduced so late in the game. Still, cool stuff.

In Conclusion

Overall, I thought Chrono Trigger was good, but not great. It’s quite a slow-burner JRPG, with most of the best parts left for last. The game definitely feels like it suffered from age, especially when there are other wonderful and innovative JRPGs out there. The slow start in the game, coupled with some missing convenience features in modern games, makes it a piece I am hesitant to recommend.

Also, favorite party member combination: Link, Slip, and Ness.

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Chrono Trigger first impression


So now that I’ve played several hours on Chrono Trigger, I think it’s about time I write down my first impressions of the game.  They say the first few minutes is the most important part of the game, but I’ve always preferred a great journey over a five minute spectacle.  Anyways, I figured it’d be interesting to jot down some notes now, and see if my opinion on the game changes as I get closer to the ending.  Call it the indie developer’s notes on retro games he/she has not played before.

Background

While I like JRPGs, my taste lean towards action-RPGs than turn-based or strategy.  Games like Paper Mario: Thousand Year Door or Xenoblade Chronicles — both of which are my favorite JRPGs — are much more my jam than, say, Earthbound and Golden Sun.  Additionally, while I have dabbled in gaming in NES and SNES days, the first console I’ve owned, and the one I remember the most is the Nintendo 64, so I tend to prefer playing 3D games over 2D ones.  Naturally, this colors my opinion on retro games that I haven’t played before.

Additionally, I’ve been constantly informed by friends both online and offline how much I should play Chrono Trigger (and Final Fantasy VII, but Chrono Trigger takes priority), so needless to say, I was a bit concerned that this game was too hyped when I started playing.  Additionally, I kind of like spoilers, so here’s what I already know about the story:

  1. Crono, the lead character, dies at some point.  He hasn’t died yet in my playthrough, but I did get to a point where the prophecy is thrown at the party, so I suspect it’s coming soon.
  2. Lavos is the bad guy the party members find out exists at the very far future.  Or maybe Lavos is a thing.  Actually, I don’t know what it is.  Giygas?
  3. Frog is a formerly human prince…of something.
  4. There’s time travel!
  5. There’s significant decisions that affects both the story and game settings, often reflected in the future.

Lastly, I’ve decided to rename characters based off of other video games, and will be referencing them to my custom names (just to confuse you):

  • Crono as Link
  • Lucca as Samus
  • Marle as Jade
  • Frog as Slip
  • Robo as Ness
  • Ayla as Croft

The Parts I Like

The story-changing decisions are subtle.

I was initially unsure whether I liked how subtle the story-changing decisions were, especially when playing games like Tales of Symphonia and Golden Sun trained me to make multiple saves when I noticed a conversation was making me side with one sanction or another.  I’ve come to appreciate this, though, as I go along.  It makes the journey feel a lot more organic as I go through them.

So how does Chrono Trigger implement story-changing decisions?  The part that sticks out to me most is when Link is thrown into jail.  You have a choice to either backstab one of the guards, or simply wait out until Samus saves him.  The backstabbing option is not obvious: it takes several steps to make that option available, and I had to scamper around the cell multiple time to figure out how to get there.  Aaaand I actually restarted after that because I prefer to approach the problem more peacefully (and expect a Game Over screen).  Anyway, the important part is that Chrono Trigger tends to hide some details that you have to figure out yourself, and this serves to be a great advantage from the decision standpoint.

Clear personalities.

Outside of Link, all the characters have very clear personalities.  We have Samus as a smart bookworm; Jade as a tomboy princess; Slip as a loyal swordsman; Ness as a naive robot; and Croft as a blunt barbarian.  I find these comical caricatures to be quick to understand and easily relatable.  Seeing them respond differently in various points of the story creates a very interesting narrative dynamic.  It’s very fascinating to see one character respond in awe to a destructive weapon, while another question whether one should be forged from the first place.

Combo tech attacks encourages different party combinations.

It took me a while to get used to how combo techs would use up turns from two or more party members for a single devastating attack, but other than that, I’ve come to like it.  Basically, unlocking combo tech attacks requires not only for your party members to learn normal tech moves, but also be in a battle at the same time.  Considering how your characters don’t gain experience points unless they’re in battle, cycling through your characters turns out to be an important strategy to make sure your party members remain balanced.  I like that from a simple game mechanic, you’re actively made aware of this important detail, and have to plan accordingly.

Some introduction to different eras are magical.

To me, there were two moments that was really striking: first time being introduced to the very far future, and first time entering the magic palace.  Considering how drastically different these two environments look like, they both took me by surprise, and I couldn’t help but explore every nook and crannies in each of them.

The Parts I Don’t Like

Over-reliance on the overworld.

The world in Chrono Trigger honestly feels vast and…boring.  I feel that to create a sense of epicness in the lands Link and his party travels, the game relies too much on overworlds, and since there’s no random encounters in this game (thank goodness), this part feels very boring.  Don’t get me wrong: I know there’s going to be an item that’ll help shorten my travels, as it’s already hinted with the flying dinosaurs, but I’m already tired of the worlds I’ve visited in.

There’s also the fact that any non-overworld portions of the game feels utterly inconsistent.  Some normal-world levels are only one screen large, while others are a full dungeon.  Seeing as both of these levels are divided by an overworld, it’s hard to predict where you’re entering will be large or small.  This makes it hard for me to judge when I should and shouldn’t save.

Sudden and unavoidable battles.

You know, for a game that prizes how there are no random encounters, I’m often annoyed at how many of those encounters are unavoidable, and come at you without warning.  Most modern RPGs are much more fairer by making it clear that if you talk to an enemy, they’ll give you a choice whether you want to fight it or not.  Chrono Trigger, however, has moments where you’ll be running into a required door, only to be pushed out and swarmed by enemies.  That just feels unfair.

That’s not to mention how difficult it is to judge the trigger box for avoidable battles.  Sometimes, I don’t even touch an enemy, and yet the battle starts anyway.  That’s bad UI, in my opinion.

No run option.

You can’t escape from battles.  It makes the last problem even worse.

Selecting attack/item options cover your stats (like HP, MP, etc.)

In an attempt to not obscure the view, the attack/item selection menu during battle uses as much menu space as possible.  This means that menus will cover your party’s HP/MP bar, making it difficult to judge when my characters are about to die.

Outdated battle system.

I wasn’t fond of Chrono Trigger‘s early Final Fantasy-like battle system, and it only barely grown on me as time went along.  Technically, there’s an option to make the battle system fully turn-based, but I didn’t find this to be much of an improvement, either.  The only mechanic I think is clever about it is when combo-tech attacks are being selected.

It’s kind of hard.

OK, I should be expecting this from a retro game, especially considering how I played through Earthbound 0 before, but Chrono Trigger is old-school hard JRPG.

Most puzzles are fetch quests.

Fetch quests.  My biggest pet-peeve in video games.  Chrono Trigger is filled with them.  See, I really like Golden Sun for its inventive and difficult puzzles, and I can tolerate Earthbound for its humor, but Chrono Trigger has neither of these advantages, and it really irritates me.  When stuff like this are passed as “puzzles,” naturally it’ll ruffle my feathers the wrong way.

No synopsis.

I’m playing Chrono Trigger on and off, and I often lose track of where I was at, or skipped an important detail.  The fact that there isn’t some notes indicating where the story is going, besides maybe the name of the save file, makes it hard to get back to the game, sometimes.

Link is a forgettable mute protagonist.

It’s possible to give personality to mute protagonists.  Earthbound and The Legend of Zelda: The Wind Waker are two shining examples of this.  There’s a very real sense of character development and progression from both of these games simply from character interactions or observations that slowly changes towards the positive.  Chrono Trigger, however, doesn’t have moment like these, so I’m having a hard time judging what kind of person Link is like, other than that he has impressive sword skills.  It makes it hard to support the hero when they’re basically an uninteresting blank slate.

In Conclusion

I’m afraid Chrono Trigger was over-hyped for me, since the flaws in the game are very obvious.  Hopefully my opinion will change as I go along, but some of these flaws are leaving a very bad taste in my mouth.

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Collapse! Blast Review


I have fond memories of Collapse!, by Gamehouse, back in high school. It was a simple and fun game during the rise of flash games. Playing Collapse! Blast on Google+ brings back many of those memories, but I find it difficult to find the original charm the old game had.

The directions to play Collapse! Blast is as simple as a single picture: click on any combination of 3 adjacently-placed, like-colored blocks to make them disappear. While this gameplay is similar to Diamond Dash, Collapse! Blast differs in a few ways. First, the blocks do not take up the entire screen. Instead, they rise from the bottom, imposing a new peril: letting the blocks rise to the top of the screen is instant game-over (don’t worry, this doesn’t happen often). Second, destroying an entire column of blocks causes the blocks on the outer edges to converge inwards. Third, Collapse! Blast adds a risky but rewarding strategy, where one can deliberately raise more blocks to gain more points. This last part makes the game significantly more entertaining than Diamond Dash, where no similar risks exist.

Interestingly, Collapse! Blast also tweaks its “physics” every week, changing how quickly you get score multipliers, Frenzy Mode, etc. Also, as you play more, you gain more Experience Points to earn power-ups, such as Bombs and Thunderbolts. This helps even the odd, but they come in very slowly. You’re probably bored by the point you get the last Colored-Bomb, even though the next item helps give you massive points. It’s quite unfortunate this terrible progression provides little curiosity or gratification.

Perhaps the worst offender, however, is its Life system. Much like Diamond Dash, Collapse! Blast offers only a palpable 3 lives to play through each game in succession. While the game will initially award you with extra levels to keep you playing, you’ll quickly hit a point where the game simply prevents you from playing further. One regains a life after 5 long minutes, or after asking a friend for help. While it’s true that by gaining more experience points, you’ll eventually increase your life meter up to 5 containers, that only means you can play 5 or 6 games successively before getting annoyed by the “wait 5 minutes” pop-up dialog. By then, you might as well stop playing.

Collapse! Blast is a legitimately fun game that I want to enjoy, but doesn’t let me. The core game mechanics is, by all means, very fun and frantic. There’s a big satisfaction for setting up large groups of blocks for elimination. Yet, this is hindered by one of the worst energy system ever created on a Google+ game. In a rare bit, I find this single flaw so glaringly bad, I cannot get myself to play the game longer.
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Triple Town Review


Triple Town is a puzzle game developed by Spryfox. Due to its beta state, features such as the menu are missing. That said, just by the gameplay alone, Triple Town is one of my favorite Google+ games due to its complexity hidden under its simple rules.

The premise behind Triple Town is simple: connect 3 like-elements to combine them into a bigger reward. Each upgraded element has a higher point value, increasing your aggregate score. Once the entire 6 x 6 board is filled, the game tallies up each element’s points, and rewards you with coins respective to your score.

Despite this simple goal, the tutorial is actually quite long. After merging 3 grasses into a bush, and 3 bushes into a tree, the tutorial introduces several elements to help your score: an Imperial Bot, which removes an element from the board; a crystal, which works as a wildcard for merging two like elements; a storehouse to retain a single element for you; and finally the store which contains elements you can buy for upgrades. Impeding your goal, however, are moving bears and teleporting ninja bears that both take up a space. Defeating them requires trapping them, or by using an Imperial Bot to turn them into gravestones. Sadly, the game introduces these elements all at once, making it hard to keep track of which element does what. In addition, the game merely leads you to the next move, and its attempt to explain what the move does is rather lacking.

Still, I really enjoy playing Triple Town. The game has a simple but rewarding risk system: the element you place on the board are random, though it’s typically a grass. With the inclusion of the storehouse, you frequently end up gambling if the next move is a bush or not to combine them better. While the store sells a bunch of bushes and tree for easy upgrade, the price is hefty, and its a bit unrewarding. Dealing with bears also requires a good amount of strategy, as they will always appear to annoyingly take up a space. Walling them into a corner works wonders, but holds the risk of being unable to combine elements for a long while. Playing the game longer helps you develop better strategies to deal with different scenarios, and it’s always fun to know what the next element upgrade will be after a merge.

Like most games, Triple Town has an annoying energy system. The number of moves are limited to a ceiling of 100 moves (unless you buy 200 moves from the store), and they regenerate at a slow pace of 5 minutes. Despite this, though, the game does store your last session, so you can play it later without the risk of, say, your tomatoes rotting in the farm. In addition, the price for 200 moves are, while hefty, attainable after 2 playthroughs, so it’s not as annoying as it seems.

While strictly one player, and not very social, Triple Town more than makes up for its shortcomings by providing complex strategies for better scores in an otherwise simple game. With the store to even the odds, no time-based tasks, and a generous amount of coins given after the end of each session, the game rarely feels annoying. This, plus the extremely addicting gamble system of predicting your next move greatly helps the gameplay.
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City of Wonder Review


City of Wonder, developed by Playdom, is a construct-your-own-city simulation with a historical slant. As such, City of Wonder adds one more dimension to simply just constructing a city: it also allows you to construct your own history to better technology, artworks, and/or military. While this certainly makes the game unique, the complexity and slow growth makes it difficult to enjoy the game in the beginning. It does, however, get much better further into the game.

Starting City of Wonder is similar to CityVille: a Cultural Adviser guides you into collecting new populations, money, and cleaning up cultural decorations. And, well, that’s it. Goals are introduced in the upper-right hand corner, but unlike CityVille, only one goal will appear at a time. From this ever changing goals, however, all the actions are introduced, including farming, planting, visiting other cities, researching new technology, developing a military, building markets, decorations, monuments, homes, and so forth. Finally, Expeditions are introduced, allowing you to either exchange culture, trade, or go to war to other colonies.

City of Wonder has a few advantages and disadvantages compared to CityVille. On the advantages side, City of Wonder does not use the energy system in CityVille, allowing you to conduct any activity as rapidly and as long as you’d like. Instead of the energy system, you’re only limited to the amount of resources you have left to build and expand your territory. This is quite a huge relief, considering how so many games rely on this trope too much (Bejewled and Angry Birds being notable exceptions). Another advantage is the unique Expedition system. Your attacks, trading skills, and cultural sophistication are all dependent on the kind of buildings you’ve created. Thus, you have to strategically construct a city tailored towards a certain attribute, while sacrificing others.

On the disadvantages side, City of Wonder “builds-up” slower than CityVille, and has a worse GUI. Visiting you’re friends cities are not very satisfying, since the only action you can take is to collect from their Embassy. Since there’s no reason to explore other peoples’ cities, there is no aesthetic competition. City of Wonder also feels less animated, which is a bit of a double-edge sword. While it’s convenient that resources are collected automatically simply by clicking on a farm, it loses the gratification of collecting the spurting items via a mouse. Spam-wise, City of Wonder demands less from your friends, but more from your credit card.

I personally thought City of Wonder was a slightly less entertaining than CityVille, but that doesn’t mean it’s bad at all. I found it quite satisfying playing it, even though its GUI is rather unwieldy.
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CityVille+ Review


CityVille, developed by Zynga, currently stands as the most played game on Facebook. I’ll admit that I did not enjoy FarmVille much, another popular game by the same developers, and had a very reserved opinion when starting up CityVille. That said, I was pleasantly surprise. CityVille manages to be an addicting game due to its clear objectives and a decent strategy, despite the horribly implemented interface, and even worse demand for spam.

When you start CityVille, it introduces you with a house and a farm. A guide, Samantha, will direct you in how to build a house and collect rent from it. After that, your tutorial is done: nice, short, and easy. Immediately after the tutorial, however, the Goals (akin to Xbox’s Achievements) are listed on the left-hand side of the screen. The first few will teach how to do other activities, including farming, starting a business, and expanding the population. The most interesting goal is one that requires you to visit your neighbors. Your list of neighbors already include one computer-generated character, Samantha herself. Her city acts like a model city: it has nearly everything you can place and decorate in your city. Additionally, the goal teaches you the different things you can help in a neighboring city, such as collecting money, touring the population to a specific business, and even setting up your brand. The game, of course, limits your activities in the neighboring city and forces you to go back home. By then, however, you’ve already been sold the ultimate objective of the game: making your own city like Samantha’s.

As mentioned earlier, CityVille is addicting. It starts very quickly and smoothly. It has so many things to do, including building houses, maintaining business, farming supplies, decorating the town, and expanding the ever-growing population. The goals are listed in a visible (if annoying) fashion, providing rewards to further compel you to achieving the ideal city. And of course, there’s always you friendly neighbor Samantha, reminding you what you could do with enough cash or persistence. The consistent drive to build and expand the city to your own liking is a compelling tried-and-true experience by several Sims games, and it certainly works wonders here.

Until you run out of Energy. Typical of any Facebook games, CityVille at one points just halts your actions entirely because you don’t have enough stamina to continue. You’re forced to wait five minutes once the energy meter runs out to recovery one unit, and even then, the thirst to continue playing is immediately dried up by the next action you take. As much as I greatly dislike this Arcade-like monetizing, it does pose a bit of an advantage. Knowing your energy bar limit forces you to plan on the best course of action to take to best supply and profit off of your own population. Are you willing to sacrifice an entire day to re-supply your reserve? Or do you need it immediately? Do you want to take the rent from that house now, or when the rent is available to all of your residents? The latter has a huge advantage. By collecting many items at once, your bonus meter fills, supplying extra cash at the end.

Perhaps the part I like least about this game, however, is its constant insistence that you remind your friends you’ve played this game. This tends to be less of a problem in Google+, because those game reminders do not appear in the homepage, but it does get annoying for the player him/herself after a while. Even worse, there’s only 3 ways to expand your population and area of play: inviting more friends, then demanding certain roles, paying cash, or leveling up.

The latter two revolves around CityVille’s 2 currency system: the Coins, which you collect through normal activities, and Cash where one can buy with real money. Leveling up also gives one cash, to later hire different city jobs. I haven’t paid my dollars to convert to cash yet, but I’m assuming it’s using Google Checkout.

Despite it’s glaring flaws and rather cluttered user interface, CityVille still had it going with its constant demand for new activity, requirement to carefully plan your next steps, and the ever-looming goal of creating your dream city. I definitely recommend trying it, well over FarmVille, but I warn you, you’re going to want a lot of friends to help out.
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