Review cover Story of Seasons: Pioneers of Olive Town (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): March 23, 2021
  • Release Date (EU): March 26, 2021
  • Release Date (JP): February 25, 2021
  • Publisher: Xseed Games
  • Developer: Marvelous Inc.
  • Genres: Farming Simulator

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Once the king of farming simulators, where does Story of Seasons fit in to an ever-growing genre?

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The Story of Seasons franchise has been dealt a bit of a bum hand lately. Despite pioneering the farming simulator genre, it's taken a back seat to the games it inspired. After the farming sim genre hit a rough patch, the independently-produced Stardew Valley brought it back in full force, and has remained at the top spot for farming RPGs since its release in 2014. Along with that resurgence of farming simulators came more competition, mostly from the Rune Factory series, a self-described "fantasy Harvest Moon" that mixes the farming simulation with a more typical JRPG experience where you upgrade equipment and fight monsters. To make matters worse, due to a rights dispute, Story of Seasons isn't able to call itself Harvest Moon anymore, the name it used in the West for the first twenty years of its existence, eliminating most of its name recognition. Despite that, however, Story of Seasons still seems to be trying to cash in on the nostalgia of its older games, as it's refused to modernize. It stays a traditional farming and life simulator, mostly ignoring the RPG and combat elements of Rune Factory and Stardew Valley. Unfortunately, it's hard to figure out what they have added to make up for that disparity.

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The first thing you'll notice about Pioneers of Olive Town is how ugly it is. While a simplistic, cartoony style is of course the right choice, it feels like things are a little too simplistic. The colours are muted, and there's little texture or detail to anything. The animations also stand out as being stiff and lifeless, right from the first cutscene, where you hop on a little motorbike and, ramrod stiff, totally emotionless, solemnly drive into Olive Town to start your fun new adventures, looking kind of like Arnold Schwarzennegger at the beginning of the first Terminator after he steals that biker's clothes. Things don't improve once you reach town. The animations are stiff and repetitive, people stare at you blankly when they speak. Hell, they don't even turn to look at you if you approach them while they're walking, so most of your conversations will be had with people's backs. And since Pioneers of Olive Town makes the bizarre decision to completely omit character portraits, you rarely know how people are emoting while speaking to them.

These might seem like small nitpicks, but this lack of personality takes a toll on the experience. Farming sims are a weird type of game where the work is often its own reward, and it's hard to get invested in that gameplay loop when there's no charm to it. When I play something like Animal Crossing (not exactly a farming sim, but close enough) I'm very aware that the repetitive tasks I'm doing will only beget more repetition, but I do them anyway because there's a cute piece of furniture I want to get out of it, or I want to impress a fun villager, or I just want to see all the bad puns they had to write for every type of fish. It doesn't really matter; there's some bit of flair that sticks out and makes it worth doing all the tedious tasks to maintain my village. There's none of that in Olive Town. It's all very business-like. You're presented with a farm and a town full of people to befriend, and you're expected to want to participate just because it's there and you've done it before.

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This lack of life extends to the writing overall as well. Pretty much all farming sims have the same plot, and Pioneers of Olive Town is no exception: you inherit an overgrown farm and need to run it while integrating yourself with the nearby town. The little added wrinkle this time is that you need to help revitalize the town into more of a tourist attraction. Near as I can tell, you were assigned this task because you were the only other person in sight when someone asked the mayor to make the town suck less. Since the plot is pretty familiar, a lot of the writing's heavy lifting falls to the incidental dialogue; the charm and liveliness of the townsfolk. Unfortunately, the only thing even more lifeless than the animation is the script. The festivals and in-game events usually amount to just a brief cutscene or a mini-game, and the dialogue with romantic interests and dear friends feels weirdly impersonal. Compare it with, for example, the friendship events in Stardew Valley. They have real drama to them, and they incorporate other townsfolk to give a stronger sense of community, and that these characters have real lives outside their interactions with you. The friendship events here are brief and, even if they involve other townsfolk, everybody is such a blank slate that you can't really get any sense of them as people. I actually found myself much more invested in raising and checking my heart level with my animals, because they were much more believable and compelling.

Unfortunately, the controls also feel like they’re standing in the way of your immersion. There’s a certain pervasive jankiness that’s hard to get past. You move very slowly (though you can get a scooter to speed up long distance travels), and your character needs to be standing in a very specific spot to properly interact with objects. You can adjust and lessen the impact this has, but it’s never natural, which only emphasizes the repetitiveness when you’re very consciously fixing yourself so that you can complete each and every task. Again, that may sound like a nitpick, but think about how many squares of soil you till, or plants you water, or trees you chop down in your average farming sim, and you’ll understand that the annoyance can build up very quickly. Adding to the technical annoyances are the long load times and frequent framerate drops. Some early patches have already lessened these, but they’re still an issue.

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Even if everything worked properly, some of the mechanics just get in the way too. For example, in order to refine raw materials like wood into usable resources like lumber, you’ll need to craft a series of “makers.” Each lumber, or thread, or whatever material is being refined, takes several in-game hours to be finished, and you can’t queue more than one at a time, so you’ll constantly need to interrupt what you’re doing to run back to your farm in order if you want any kind of decent progress. On the other hand are the town requests, which, instead of creating too much busywork, are so short they become pointless. There’s a town bulletin board where, every day, will be a request from the mayor or another villager for some sort of material to be delivered to them. It’s usually a small enough amount that you’ll have it on you, and you can deliver it straight from the bulletin board, so tying it to a fellow resident feels kind of pointless when they ignore the opportunity for characterization in these requests.

Granted, there is some fun to be had when you get into the gameplay loop. Like with any farming sim, it's easy to get caught up in the process of planting seeds, tending to your animals, telling yourself you'll just play long enough to see the big yield, then the next one, then the next one. Then you'll discover you can get a set of sprinklers that'll save you bunch of time as it automatically waters your crops, or you want to build an automatic feeder, and you're sucked in. There's an in-game achievement system to set little goals for yourself, too, if that's your thing. But I couldn't help thinking that this basic gameplay loop exists in other farming sims, and is executed better there. Eventually, you'll hit a point where you feel your farm is running as efficiently as you can get it, and you'll get tired of making it run better for its own sake. When I reached that point in Stardew Valley, I kept going because I was invested in rebuilding the community centre, or in the townsfolk. When I reached that point in Olive Town, there was little to keep me going. Combine that with the fact that I always felt like I was fighting the controls, and building my farm felt like a chore.

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Story of Seasons: Pioneers of Olive Town feels like a proof of concept for the farming simulator genre. The basic gameplay loop is present and as engaging as it can be when it’s not propped up by anything else, but the gameplay is completely unrefined and most of the writing feels placeholder. In fact, the developer has already promised future patches will not only address the technical issues and some of the mechanical issues, but will also rewrite the dialogue to have some personality and add character portraits. If this had been presented to a publisher as a demo to secure funding for a finished game, it’d be acceptable, but there’s no excuse for charging for this in the state it’s in right now.

Verdict

What We Liked ...
  • The basic gameplay loop of a farming sim is still engaging
What We Didn't Like ...
  • Stiff, lifeless animations
  • Ugly art style
  • Beyond bland dialogue and characters
  • Technical issues
  • Janky controls
4
Gameplay
The bare essentials of a farming sim are here, and the basic gameplay loop is still fun. That is, if you can get past the technical issues, busywork and pointless mechanics that stand in your way. Ultimately, the best aspects of the gameplay are all done better in other farming simulators.
2
Presentation
The most pervasive issue in the game. The animations are dull, the art style is boring, and the characters are so lifeless that the developer has promised a rewrite will be coming in a future patch.
4
Lasting Appeal
Like most farming sims, this could theoretically go on almost indefinitely as you continue to reap the rewards of your farm. There's a lot of ground on your farm and you can try to fill all of it and optimize everything to be as efficient as possible. But why would you want to?
4
out of 10

Overall

Story of Seasons: Pioneers of Olive Town is the most barebones of a farming simulator. While updates have been promised to fix the technical issues and inject some life into it, it's not worth playing in its current state.
I've got about 20 hours in this game and am having a good time. Though I cannot argue with any of the points in this review. It really seems like a game for someone who felt Stardew Valley had too much depth or farming sim fans who want a new title to sink hours into.
 
This will be the first Harvest Moon game I pass since I start playing the series with Grand Bazaar. I would have give it a try if they can at least keep the portrait though. That part seriously made no sense whatsoever. Do they seriously believe that their chibi models are detail enough to replace portrait? They think they are Pokemon game or something?

On top of that they show clear sign of no interest in improve the game anymore. It doesn't even have it own gimmick like the other game did. If they can at least give 1/5 of the effort Neverland put into RF4 it would have come out way better. Thank God RF5 doesn't look as disappointing as this.
 
This series used to be one of the best out there and is now reduce to generic soulless pandering
The charm what this series was all lost

We had the warning since the Mineral of town remakes

They took all the charm and give us a disgusting art style, Souless generic pandering characters. the biggest lost was the sprites
and don't give me wrong past SOFS games had some with no sprites but at least the art for the models was good

What makes me mad is that they gonna add characters from past games to ruin them too

When you appeal to everyone you end up appealing to no one and this is me a hardcore story of season fanboy
the last good games were on 3DS sadly

Im really REALLY worry about Rune Factory now
 
Rune Factory isn't competition for Story of Seasons because they are made by the same developers.
You can absolutely have two competing franchises under the same developer. Most people do not have unlimited time for gaming, so choices have to be made. Someone who only has time to dive into one farming sim is going to have to choose between this or a Rune Factory game. By definition, that's competition.
 
I really missed portraits when talking to villagers daily. (They would have actively ruined events though, since they zoom in so close.) Nor did I like the fact that no matter how friendly or intimate you become with them they have the same 4 things to say ever. (Even your spouse!) To the average player, the village is just dead, and should only really be visited when you need something from one of the shops.

The framerate is also terrible when you get a few years in. Sometimes it even stops rendering for a full second to catch up and then lets you play again.

Anyway, I actually love this game and I'm 190 hours in at the moment. (I was able to copy over my Japanese save.) Just a few achievements to go.


Interesting review. Did you play this for long? Characters do indeed face you when you talk to them. Also, the game buffers movement in a way to facilitate animations which is an annoying choice, but buffering inputs will allow you to do what you want without having to wait for animations.

The lack of personality is also fairly surface-level. They simply didn't space out the writing properly for characters, since most of their verbose personalities are shown through the numerous events which, unfortunately, you can only see if you like the game enough to actually play it a lot. Not a good call, honestly.

The actual farming, paired with the fact that you can completely customize your farm, is unreasonably addictive. This is exactly why I played Stardew Valley so much. I still want to put my makers on flooring though.
 
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Rune Factory isn't competition for Story of Seasons because they are made by the same developers.
Pretty sure Marvelous have separate teams for developing both series. For Rune Factory, most of the devs (if not all) that are working on Rune Factory 5 were from Neverland (the original devs of Rune Factory). As for Story of Seasons, I don't know. All I know about Story of Seasons is the director of this latest game entry is somewhat new. He is also responsible for the previous game, Story of Seasons: Friends of Mineral Town.
 
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@Crocling Rune Factory was NOT developed by the same company as Story of Seasons. Story of Seasons was developed by Marvelous Enterainment and Rune Factory was developed by a company called Bokujō Monogatari which was created by a company called Pack-In-Video. Pack -In-Video brought Rambo, Predator, Knight Rider, Thunderbirds and Die Hard to the NES. BattleShip to the GBC and Reel Fishing to the Playstation in America. Later on Pack-In-Video was bought by Victor Entertainment whiched changed the company's name to Victor Interactive Software.Later Marvelous Entertainmet bought Victor Interactive Software then merged with AQ Interactive and became Marvelous AQL.

Marvelous Entertainmet had a working relationship with Natsume for 15 years. Natsume's job was to bring Marvelous games over to North America which they did under the name Harvest Moon. Natsume owns the name of Harvest Moon. While they were making Marvelous game feel at home in the states they were also working with Bokujō Monogatari making Rune Factory feel at home as well in the states.

Then something happened In 2004 that would tear apart a 15 year partnership. A new compay emerged on to the scene known as XSEED. They ended up working for Mavelous AQL as a subsiary, and their North American publisher. For a while Marvelous used both XSEED and Natsume as publishers for bringing their products to the states. Sooner than later Marvelous decided to cut ties with Natsume and decided to bring the games to the west themselves

So after 15 years of working hard for Marvelous and Bokujo Monogatari, what was Natsume going to do? You guessed it they were going to go into business for themselves, They had the expierence so that is exactyly what Hiro Maekawa the president of Natsume decided to do. As I mentioned before Natsume owns the name Harvest Moon so therefore Marvelous has no legal rights to stop Natsume from doing just this.

So on November 4, 2014 Harvest Moon 3D: The Lost Valley hit the shelves in the United States for the 3DS. This was the first Harvest Moon game created solely on their own.

I myself love the Harvest Moon series. I haven't really played the Story of Seasons games. I plan on given SOS POOT a try once there is an infinite stamina code for it. Well their you guys have it. The story of Story of Seasons and Harvest Moon.
 
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so this is basically the first "SoS" title... kinda "rebooted" with some features from Stardew Valley (IIRC the Museum collection thing is earily similar I guess) ohh well I'm guessing the quests can be bearable if the citizens arent asking for specific quality items at the end of the week
 
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I'm nearing the first winter and while my first impression has been good, it's not so much anymore. This game definitely has a lot of issues and sometimes just looks broken. The loading time to get in and out of town is incredibly annoying and honestly makes me not even want to go there anymore. The town is just bland, the upgrade quests are lame, I don't like any of the characters and the placement of the quest board is ridiculous. At least it seems friendship levels doesn't decay or else I'd have zero hearts with everyone forever.

This game had so much potential. It's still very addictive, but at this state, is not something I would pay for. At this moment I am already accruing considerable money in the game I don't even know if there will be something to spend it on. I already wonder how much content is left and will likely quit it soon.
 
Review cover
Product Information:
  • Release Date (NA): March 23, 2021
  • Release Date (EU): March 26, 2021
  • Release Date (JP): February 25, 2021
  • Publisher: Xseed Games
  • Developer: Marvelous Inc.
  • Genres: Farming Simulator
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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