Survival Kids
From Wikipedia, the free encyclopedia
Survival Kids | |
---|---|
Developer(s) | Konami |
Publisher(s) | Konami |
Release date(s) | 1999 |
Genre(s) | Action Adventure |
Mode(s) | Single player |
Rating(s) | ESRB: Everyone |
Platform(s) | Game Boy, Game Boy Color |
Media | cartridge |
Survival Kids is a 1999 survival game, developed by Konami, which offers a measure of freedom to the player as he struggles to achieve the survival of his/her character while exploring the island on which (s)he finds him/herself marooned.
Contents |
[edit] Story
The game's forte doesn't really lie with its background story. The introduction tells us nothing more than the context in which we find ourselves marooned on a desert island. Character interaction remains sparse (or absent, depending on the story path) throughout the game.
[edit] Characters
Two characters are available for gameplay: a boy or a girl. No more is known about the character's past other than the above. Choice of gender does not affect gameplay.
[edit] Gameplay
The 2D view is characteristic of most adventure games of its generation. The character is moved by the pad, and buttons toggle item use/attack. The player must keep track of hunger, thirst and tiredness meters in addition to the traditional Health Points, which require the accomplishment of "every day" tasks such as eating, drinking, and sleeping, as well as hunting, gathering, and finding a place to rest. The forte of this game is the item-crafting system: literally any element of the environment can be picked up and collected, although most objects serve no purpose in their original form. However the game allows you to combine two or more objects in order to form more complex objects, which can again be combined to suit your needs. For example, vine and a rod of wood can be combined to form the premise for a handy fishing rod. However a hook-like ustensile must be found before completing the object.
While this form of gameplay may initially seem potentially tedious and repetitive, they turn out to be very addictive due to the many variations encountered, be it in the objects craftable, obstacles encountered, climatic conditions, dangers, and the such. The complete freedom the player enjoys is well matched by the wealth of detail the environment provides for aspiring explorers.
[edit] Endings
While the gameplay is free and unrestrained by any real plotline, there are a host of different endings dependent on discoveries the player makes, objects crafted, current situation after a certain time, etc etc. The possibility of not only ending the game in several different ways, but also attaining each ending in countless different ways give this title a very satisfying replayability.
[edit] Sequel
Survival Kids has enjoyed a cult following among gamers, similar to that of Harvest Moon. Another Survival Kids game was released, but only in Japan. In 2004, Konami announced that it was in development of Lost in Blue, a spiritual sequel for the Nintendo DS. Another sequel for the same handheld, Lost in Blue 2, was announced recently.