Tag Archives: Yonder: The Cloud Catcher Chronicles

Stress by Relaxation

Grumpy codger happily descending towards the nearest settlement

This Saturday of mine was more or less stolen by the Australian studio Prideful Sloth and their debut game Yonder: The Cloud Catch Chronicles. It’s a story about a youngster – boy or a girl, as the player chooses – who shipwrecks on a decent-sized island full of wonders and trouble. Actually, mostly just wonders. Sure, there are random spots taken over by ominous purple fog, and the most massive monument on the island, known as the Cloud Catcher, is in pieces but surely a haphazard hero with an allure to draw in utterly cute spirits will set things straight.

Yonder is remarkably mellow in its way of not featuring combat or danger whatsoever; it’s all about exploring one beautiful scenery after another while hoarding loads of resources. The local NPCs welcome the player with open arms, soon gifting him/her with a mallet, an axe, a pickaxe, a scythe, and even a fishing rod. That quintet is more than enough to harvest pretty much anything that cannot be picked up otherwise, so the first few hours are merrily spent just running around picking up a myriad of stuff. Of course, individual items are hardly usable by themselves so making use of craftsmanship and new recipes, they’re turned into more complex fabrications. The handy hero can even restore run-down farms to construct fields for veggies or stalls for the local wildlife, first tamed with their favorite food and then led to the farm to contribute for the greater good.

Not only do the residents want their cloud thingy fixed, they’re also a steady source of side missions. Even if those are essentially just variations of “fetch/build me this”, they keep the game rolling quite nicely. An industrious explorer can also find dozens of cats waiting to be rescued, as well as spirits that use power by numbers to purge the island of its depressing spots of purple. Not that those spots would be lethal or anything; they’re just an eyesore that needs to go away from a world otherwise so bright and jolly.

All this lovable pacifism is reinforced with online. Contact with other players only happens via geocaches they’ve left behind. Wherever you are, you can always select an item from your inventory to be found by someone else. It’s such a gratuitous and unselfish act that I used it a lot, purely out of sheer joy. Whenever you bump into a gift left by a fellow player you don’t even know, and especially when it’s something grand from your own perspective, it feels as cool as the unspoken bond in Journey!

Enthralled by all this, I wolfed down the roughly seven-hour story mode in one sitting, only to be left at a standstill after that. While post-game would be the perfect moment to genuinely start enjoying the world of Yonder, it’s also the moment when its weaknesses start shining through. Not until this point did I realize just how horrible the map design truly is. When trying to get to a point that is seemingly nearby, it’s easy to spend 15 minutes going around all sorts of insurmountable obstacles only to realize you’re now twice as far away from your original goal. Also, should you want to construct something, it’s way too easy to not have a single ingredient which then requires a couple of other ingredients which then require 3-4 other ingredients, and while trying to cope with all that, the game whines about how your backpack is full and could use unloading at the nearest farm and the nearest farm is not really that near at all and… No… Just… No. Most of this isn’t apparent during the story when everything is new and lovely but as soon as the end credits have rolled, the remaining content turns downright repulsive.

Prideful Sloth still gets two thumbs up for their absolutely lovely angle but for the next game, more streamlined inventory management and a more navigable map are a must.

Kthxbye

Thank you, Bandai Namco. Never EVER again.

Yawn… Another week, another post about The Idolm@ster: Platinum Stars. Still, this shall be the last of its kind, as listening to cutesy Japanese pop music for six weeks straight is probably enough to drive anyone insane. During this weekend, I briefly felt like I would be able to bid it farewell with grace, dignity, and feeling good. That brief moment of happiness, however, was just the game’s dastardly ploy to remind me that it’s still very much the same sadistic psychopath it has been these past few weeks. Here’s how it ended:

  • 141 hours: Everyone has seven million fans. I wander in the darkness. Nothing matters anymore.
  • 153 hours: Everyone has eight million fans. All is well in grind hell. Carry on.
  • 158 hours: Everyone has nine million fans. I spent all money earned from lives so far to publicity photo shoots. They helped me reach this point almost seven hours early. This producer is now not just tired but also very much broke.
  • 168 hours: Everyone has ten million fans! Could this truly be the glorious end of a long journey?
  • 171 hours: All idols have reached the platinum S rank! It took a while as everyone had to pass a rank up live consisting of three full songs, but it was still good times! Elation and tears of happiness for all! Since the game’s subhead is Platinum Stars, I now feel like I’ve bested it properly.
  • 174 hours: Ooh! Everyone in S rank has a solo live that unlocks a new costume! After almost a hundred hours, the long and dry clothing season ends with a flood of 13 new costumes. However, one costume still remains locked. Because irony.
  • 175 hours: All 20 songs have reached Legend status. In theory, this would have required playing each of them 200 times but at least the game is kind enough to (very) occasionally gift music magazines that shave off 10-30 repetitions. Even then, one probably has to be a bit of a masochist to get this far.
  • 176 hours: All S rank lives thoroughly completed. Since there’s basically nothing to achieve anymore, surely that one last costume would be a fine reward? No? Well sod off then.

Even if I now have plenty of platinum stars, getting the platinum trophy would still require that last costume. I also still need a bunch of vouchers for the local tailor, even if they’re total dicks and only accept them in bundles of five. All this stuff can only be obtained from gift packages that are occasional, random rewards after a live. Even getting a present comes down to luck, and for how it has been for a long time already, they’re almost guaranteed to contain nothing but useless items or duplicate costumes. Since some unlucky players have apparently spent over 500 hours to overcome this last ordeal, I call this farce off on my behalf. Never again shall I meddle with games designed around microtransactions, especially when they’re not even free but full retail.

Triple oasis of refreshment!

Hours spent on that time-waster were all the more agonizing as more interesting games kept popping up in the background. Everybody’s Golf is bound to feature familiar but entertaining casual golfing, Knack 2 follows in the footsteps of its predecessor by being a game that every critic seems to love ridiculing (in itself a good enough reason to buy it), and Yonder: The Cloud Catcher Chronicles is still very much a mystery to me. Based on hearsay, it’s supposedly some sort of soulmate to Animal Crossing or Stardew Valley, but one that doesn’t require you to sink hundreds of hours into it. Especially after my last escapade, that part in particular sounds awfully nice.