![]() There isn’t too much furniture to collect at present, and clothing options feel equally limited. That may sound a little disappointing, and a few parts of it are. You’re more a tourist visiting a pre-built Hello Kitty world than a resident of it. You don’t have a house of your own to decorate (though you can customize cabins for visitors), there isn’t a 24-hour clock to plan by, and you won’t find yourself planting flowers or terraforming the island to your liking. Though a lot of Animal Crossing staples are present here, there’s some expectation setting that’s required up front: It’s not a 1:1 copy of that series. I’ve even found some new favorites in the dastardly cute Kuromi and the adventurous Chococat. It’s a smart way to leverage Sanrio’s excellent roster of characters, letting their varying personalities guide its wealth of quests and piecemeal progression. Think Persona’s social system, but with less dating and more apple pie. That’s baked right into its core loop, which is built around developing friendships with the island’s inhabitants by giving them gifts. Animal Crossing’s framework is a perfect fit for the world of Sanrio, stitching together the gentle nature of both properties. That loving homage often works to its advantage. Even its crafting animation looks identical to the one in New Horizons. Within moments of exploring that first hub area - complete with a furniture shop, clothing store, and a town hall where you can check your “island vibe” score - it’s pretty clear that Animal Crossing was a direct inspiration here. After a cute introduction where Hello Kitty almost gets an entire airplane of cute animals killed (yes, really), players parachute onto an island alongside Sanrio staples like My Melody and Keroppi. ![]() ![]() It’s immediately clear what developer Sunblink is aiming to do upon firing up the adventure. ![]()
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