“Catch ’em all” moved from a phrase with a genre over the last two decades, what with countless online games taking inspiration by — and sometimes blatantly cloning — the Pokmon series. A game usually takes aspects of another, sketch influence from these before it, as well as pay homage inside clever ways whether it wants to appeal to a clear audience. A not-so-quality sport, however, pulls by those before it without ever producing its own ideas. Obviously, there are plenty of games that exist between the two polarities and that’s where Moco Moco Friends resides: involving something that is effectively reminiscent of, and normally takes great pride within mimicking, Pokmon, and something that may be too familiar for the own good.
Moco Moco Friends is usually a lighthearted adventure with our aptly named heroine, Moco — a recently graduated witch who has the electricity to command adorable, but equally aggressive creatures named “plushkins.” Moco is a little what one would anticipate from a whimsical JRPG in which doesn’t take by itself too seriously: she’azines a bit naive in addition to bumbling, but determined as well as perseverant. Her goal is usually to, of course, be the best witch the world has seen, and do this, she attempts an item called the “Stella Medallion.” Those looking for an engaged, or even just a good, account won’t find a lot here; Moco Moco Friends‘ story can be sparse and dull for the most part. There are a few heroes that get introduced in the process that are worth committing to — such as a talking feline staff — but they’re also fairly few and far between. Moco himself isn’t all that engaging a protagonist sometimes. She lacks persona overall, but what is there is often “ugh”-inducing with her tendency to fit the typical female hero trope. Perhaps outside of the core heroes, though, the plan isn’t interesting from its core, so when it actually is there as well as doing something, the item doesn’t do, properly, anything. It all constantly feels either also shallow or similar to it’s merely rewriting its wheels.
Gameplay is much more Moco Moco‘s focus. Because alluded to, the particular mechanics are eerily similar to Pokemon. Some game titles can get away on this, or find approaches to iterate on the formula with inventive ways (discover Yo-Kai Watch, for example), this however will not do a lot of in which. As mentioned, Plushkins are the creatures befriended in this creature collect-a-thon. They may be explained to be “sweet but violent” — a fairly accurate tagline in that most of these beasts look like titular plushies, and also are used to fight and also tear each other a part in combat. Combating has some depth to it, a reduction considering how standard many other features of the game are. The solution for all of this is essential: delve a dungeon, struggle a bunch of baddies, go back to the only hub town, sometimes get some story sections — other times (read: most likely) don’t — then repeat all over again. The dungeons themselves aren’t all that fascinating coming from a design standpoint, nor are they all that varied or aesthetically-interesting, but they provide their purpose well enough; which can be simply to act as a good arena for beat, the sole attraction in this article.
Combat is turn-based as one might expect. Just like Pokemon, pets have element types and possess sets of knowledge that can be learned and they are then employed to affect foes. Thus, the genuine alluring part towards the battling is certainly trying to match the correct Pokemon to the given scenario. That, and of course, acquiring new Plushkins to recruit is the name in the game. There are 130 creatures to dig up and make part of one’azines team, all of which possess really great designs. They sometimes look a bit more dopey (but in a really charming technique) than those seen in Pokemon, who have veered on the side of oddly disfigured as the series is now older over the last 20 years. On the whole, though, their designs are really excellent and are easily the strongest part of Moco Moco‘s solutions. In fact, character styles at large are excellent, just about all appearing cheery thanks to a bubbly artistic and bright tinted attire.
Frustratingly, those designs aren’t brought into your game via extraordinary graphical fidelity. Characters are especially jaggey and fuzzy; to make matters worse, there merely aren’t enough of characters (outside of the Plushkins) to see. Beast assets are re-used too often, the aforesaid labyrinths lack virtually any character or worrying quality and the visual flair?burns available quickly with only one hub town. The actual sound, too, will be well done. The soundtrack by no means supersedes a cut above average, but those tracks which are at the top of its boasting list are bouncy and fun. Just like the visual presentation, although, there just aren’big t a whole lot of actual tunes to be heard what is actually there can feel as well same-y. Where the presentation can excel is in it’s localization. The prose, syntax and editing factors have been handled with care.
“Generic” is the word that best sums up Moco Moco Friends. All this feels like a “already been through it, done that” game. Superior said, it appears like a Pokmon clone for less than the sake of being a Pokmon clone. That never wants to be more than that. It’s just like its developers couldn’big t be bothered using making it anything more than that. What it mimics via Nintendo’s grand business is a collect-em-all feature along with turn-based combat that is rewarding, if not particularly strong. The problem with all of it is that there are merely better games doing what exactly Moco Moco Friends does. Nothing is inherently broken here, it’azines just that the game falls short of an identity of its individual. The only ones which should give this a search are those who have tired all of the other games of the genre and are still clamoring for the next traditional monster-gathering RPG.