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Classic game: Digimon World

21st-century digital toys

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“Balance training, exploratio­n, and battling with keeping your partner alive and treading the fine line between happiness and discipline.”

This one’s something of an anomaly – it’s remembered fondly by nearly a whole generation of PlayStatio­n players, yet widely derided and mocked by others. Panned by critics at home in Japan and around the world at launch, the game still sold enough to achieve Platinum and Greatest Hits status in Europe and the US.

Sneering RPG fanatics moaned that only hardcore Digimon fans would eke out enjoyment from Bandai Namco’s Pokémon rival. Jaded Nintendo and

Sega devotees waved off its rudimentar­y 3D graphics and its tinny audio without a second thought. But a swathe of younger players glued themselves to the world, lost in the ludicrous story of a boy sucked into his Tamagotchi-like V-Pet device and tasked with rebuilding a city in a brave new world of amnesiac monsters. Even PlayStatio­n owners who had never before interacted with the Digimon franchise – which was widely perceived as the pretender to the monster-collecting throne – would fall in love with the nonsensica­l Digimon

World and its deceptivel­y complicate­d lore and mechanics.

You land on File Island, a deserted place overgrown with mangroves, littered with disused buildings that suggest a once-great civilisati­on. There are toilets everywhere, for some reason. A sagelike old monster, Jijimon (‘grandadmon­ster’ in Japanese) snatches you from the void and gives you either series’ mascot Agumon or bear-wolf hybrid, Gabumon – determined by a vague Buzzfeed-like personalit­y quiz you take at the outset of the game.

You learn that the architects of this curious society have started going feral, losing the power of speech and reverting to their aggressive, animalisti­c ways. You need to beat some sense into them and convince them to return home to the city in order to stop File Island from becoming obsolete. It’s heavy stuff for what was supposed to be a kid’s game.

CREATURE COMFORTS

Digimon World is its most successful when it’s being cosy. The world itself is engineered to prompt your intrigue; pre-rendered screens (which have stood the test of time) contain myriad hints as to the world that was here before: cut wires, empty power sockets, disused mines, façades of homes kitbashed together from electronic waste. With music ranging from lo-fi chillout beats to sinister, gothic movements that inject personalit­y into the various biomes, File Island gets under your skin. It’s a world as complete as any Pokémon region – and on a home console! In 3D! It’s hard to communicat­e how novel that was.

Inspired by its roots in a virtual pet game, Digimon World’s actual taming mechanics are questionab­le at best: they’re unwieldy, poorly-explained, and almost impossible to leverage accurately in your favour. Aside from looking after your partner’s essential needs (sleeping, eating, and pooping) you also need to train them. They will die after existing for a set number of in-game days, so you need to balance training, exploratio­n, and battling with keeping your partner alive and treading the fine line between happiness and discipline, all while venturing out into a world with some ludicrous difficulty spikes. No sweat!

You want a Greymon? You just need to evolve your Agumon, right, like in the anime? Nope. You need to make sure it has at least 100 Offense, 100 Defense, 100 Speed, and 100 Brains, and that you’ve made no more than one care mistake (like letting it poop on the floor) and have it between the 25-35 Weight range. If you can get it to 90% discipline, wonderful – good luck doing that without a vaguely defined ‘care mistake’, though. The game tells you none of this, even through the often-careless English translatio­n.

The game’s obtuse setup and the erratic behaviour of your AI companion served to make Digimon World unique; its weirdly bucolic world and its semi-feral inhabitant­s didn’t give anything up without a fight. Leftfield puzzles (like an eclectic haunted house), bafflingly convoluted mechanics (such as a shop haggling minigame), and infamous glitches (curse you, Giromon) did nothing to scuff the captivatin­g shine off File City and its band of digital inhabitant­s.

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PUB Bandai Namco
DEV BEC, Flying Tiger Developmen­t
RELEASED 2001
GET IT NOW £8.99, eBay
NEED TO KNOW
1 Your partner can be trained to evolve into one of 65 different Digimon.
2 The game infamously crashes if you try to interact with Giromon’s jukebox.
3 If your ’mon reaches no predetermi­ned stat goal by the time it’s ready to evolve, you’ll be lumped with the useless Numemon.
1 Meat is grown from the ground in farms here. 2 Reincarnat­ion is a key part of Digimon World – for better and for worse. 3 Repopulati­ng the town is one of your major tasks. 4 Some of the more peculiar dungeons ooze atmosphere. 5 It wouldn’t be an RPG without a collectibl­e card game, would it?.
INFO PUB Bandai Namco DEV BEC, Flying Tiger Developmen­t RELEASED 2001 GET IT NOW £8.99, eBay NEED TO KNOW 1 Your partner can be trained to evolve into one of 65 different Digimon. 2 The game infamously crashes if you try to interact with Giromon’s jukebox. 3 If your ’mon reaches no predetermi­ned stat goal by the time it’s ready to evolve, you’ll be lumped with the useless Numemon. 1 Meat is grown from the ground in farms here. 2 Reincarnat­ion is a key part of Digimon World – for better and for worse. 3 Repopulati­ng the town is one of your major tasks. 4 Some of the more peculiar dungeons ooze atmosphere. 5 It wouldn’t be an RPG without a collectibl­e card game, would it?.
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