![]() I guess I will just sleep in her bed for three straight days. A dressmaker requires three days to make your new dress? Okay. A carpenter ghost can only build the bridge at night? Well, I guess I have to run home real quick and sleep until evening. Although it makes sense to a degree, it mostly restricts progression and simply adds more steps to a task. Upon turning them in, you will receive stamps, and earning a certain amount of stamps rewards you with in-game items like outfits and a very important ticket.Īnother poor design choice is the in-game clock. Like Blathers in Animal Crossing: New Horizons, this ghost depends solely on you to collect these paintings and deliver them to him. Essentially, you collect these paintings through various means, and you will bring them to a ghost that operates a museum of sorts. You will need to collect at least 16 Meowsterpieces to access the end game, which is a poor design decision and something that should absolutely be communicated to players early in the game. ![]() But you would think that collecting these is purely optional. ![]() These drawings range from pretty good to really bad, and it is such a weird thing to collect. Throughout the game, there are collectables in the form of “Meowsterpieces”, and they are essentially amateur drawings of cats. Every section of the game, including the cute storyboard used for storytelling, lacks memorable music to give each of the important areas more life. You would think that if the rhythm battles were one of the best parts of the game, the music would follow, but unfortunately the soundtrack is bland and forgettable. Whatever the reason is for this decision, you cannot deny the huge disconnect that the rhythm parts have with the rest of the game. ![]() This means that Giraffe and Annika leans a lot more on its adventuring and platforming, the two lesser parts of the game, and neglects to utilize rhythm, its best asset, more. The only problem with this approach is that the rhythm parts of the game were so few and far between, and they did not last more than a couple minutes each. And I guess they had to be, because the boss fights were heavily focused on music, rhythm, and dancing. At no point in the game did the story imply Annika or anyone else of importance enjoyed music or dancing until it was relevant, but they were random themes throughout the game. One of my key takeaways is that the rhythm side of the game felt so fluid that it makes me think the developers created a rhythm game and then built an adventure around it. I found very little difference between Easy and Medium throughout the game, but Hard does offer a decent challenge for those looking for some fun rhythmic gameplay. There are three settings prior to each battle that allows you to play the rhythm game in Easy, Medium, or Hard. You also need to dodge left and right to periodically avoid magical attacks that are coming your way, but this is honestly not too hard. Each “boss”, if that’s what you want to call them, performs a magical dance that throws balls of light that you need to hit within a timely manner or else you take damage. Somewhere deep inside of Giraffe and Annika, we have a sweet story of longing and separation, but somehow that simple narrative is muddied by a nonsensical world, beyond boring NPCs that add very little to the narrative, and tiring journeys through some of the worst dungeons I have ever played in a video game.įinally, we come to the rhythm section of the game, which is delivered by the dungeon boss. Well, to be perfectly honest, the story is equal parts simple and to the point and also convoluted and stupid. You play as Annika, one of the titular characters, and you soon meet Giraffe, the other half of the title, who asks you for help in saving the world of sorts by collecting three gems after you banged your head and woke up in a world you do not even recognize. Let me tell you how I judged the whole game after playing it to completion and whether or not you should dive in yourself. But we are not here to talk about how I judged a game by its cover. As soon as I finished watching the Japanese trailer, I had a somber feeling come over me, because I knew deep down the experience I was about to have. Have you ever watched a trailer for a video game and immediately knew everything about it before ever playing it? Well, that was Giraffe and Annika for me.
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