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Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy
Once you hit a certain age, life gets so busy. You tend to see it all. Work takes up more of your life than you’d expect. Arranging time to hang out with friends can get tougher. It’s part of why some probably seek out a cozy life sim or two, so they can at least virtually enjoy some downtime. With Natsu-Mon: 20th Century Summer Kid, Millennium Kitchen and Toybox present an experience that perfectly recreates that summer vacation experience. It really is like you’re 10 again, life is new and fresh, you have total freedom, and only new, pleasant, positive experiences await you.
Satoru is a circus kid. I mean, not literally. His parents are letting him decide his own path. But the two of them are a part of a circus, and the three of them set up shop with coworkers at Yomogi Town for a show. While Satoru’s parents and crew work out some details related to the show and debt, he — and by extension the player — have the whole summer ahead of them to explore the town, meet the locals, engage in peaceful activities, take on challenges like bug catching, fishing, fundraising, solving mysteries, and summer homework. While there are recommended quests and you’ll eventually take on tasks that increase your stamina for climbing power, it’s up to you to do what makes you happy.
Almost immediately after getting into Natsu-Mon, a player is given the freedom to do whatever they’d like. After initially talking with your family, the owner of the Guesthouse Ashitaba where you’re staying, and fellow circus troupe members… you’re free. I ended up catching 10 bugs to boost my stamina by one, met the local kids and agreed to help them with their first mystery, then got home in time for dinner. After that, I met more of the people staying at Ashitaba, talked to the Shrine Dude, relit lanterns, then fell asleep. The next day, I took a look at my map to see who I hadn’t met yet, talked to more locals, and looked into doing some fishing to help the circus with some debt.
You’re never gated off while playing Natsu-Mon, and it’s refreshing. I felt like as long as I kept being curious and exploring, I’d get to see new things, meet new people, and savor these delightful moments. Especially since it’s so easy to earn Stickers to increase the Stamina gauge for climbing and dashing via things like Big Adventures quests or Flatfoot Files with the Yomogi Town kids. And recounting said activities in the diary for summer school homework is a great way to keep track of everything you’ve done.
Which also ties in to another amazing thing about Natsu-Mon: the localization. I think it’s one of the most charming, cozy, funny, creative, and curious scripts in a Switch life sim. The lines Satoru has, including the choices you can make for his responses, are fantastic. The reactions of other characters are so personable and feel real. This is one of those games where you want to talk to every NPC, as well as do so as often as possible, so you can see what they’ll say next. I will definitely eventually replay it again, so I can relive certain moments, like the summer festival and see experience certain interactions again.
The only time Natsu-Mon doesn’t delight is that sometimes this life sim can feel more awkward than cozy. For example, you might occasionally happen upon a challenge or task that involves Satoru engaging in some light parkouring or platforming. Lighting the shrine lanterns is a perfect example. As good as the game is, it doesn’t lend itself well to precise jumping. It also can be so freeform that, before you find your bearings, you might not immediately know where to go and what to do. On the very first day, I found myself flummoxed when it came to figuring out how to actually go to bed. Especially since the game just warned that if I stayed up late, I would miss morning exercises! I also found myself wasting time the first day trying to find a way to fish, with it not happening for me until my second day began. Also, while bug catching does involve a helpful circle around potential catches within range, I sometimes didn’t feel like I was catching the critter I intended to if multiple ones were around.
Natsu-Mon: 20th Century Summer Kid launched at a time when I really needed it, and that made me appreciate this cozy life sim even more. The older we get, the rarer it is to enjoy weeks of freedom, discovery, and joy. I get so caught up in work, especially around summer events when there are events back-to-back. Millennium Kitchen and Toybox really captured the magic of a peaceful summer where you can live at your own pace. Everything is new and an adventure. It’s refreshing and rejuvenating.
Natsu-Mon: 20th Century Summer Kid will be available for the Nintendo Switch and PC on August 6, 2024. A demo is available on the Switch.
The post Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy appeared first on Siliconera.
Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy
Once you hit a certain age, life gets so busy. You tend to see it all. Work takes up more of your life than you’d expect. Arranging time to hang out with friends can get tougher. It’s part of why some probably seek out a cozy life sim or two, so they can at least virtually enjoy some downtime. With Natsu-Mon: 20th Century Summer Kid, Millennium Kitchen and Toybox present an experience that perfectly recreates that summer vacation experience. It really is like you’re 10 again, life is new and fresh, you have total freedom, and only new, pleasant, positive experiences await you.
Satoru is a circus kid. I mean, not literally. His parents are letting him decide his own path. But the two of them are a part of a circus, and the three of them set up shop with coworkers at Yomogi Town for a show. While Satoru’s parents and crew work out some details related to the show and debt, he — and by extension the player — have the whole summer ahead of them to explore the town, meet the locals, engage in peaceful activities, take on challenges like bug catching, fishing, fundraising, solving mysteries, and summer homework. While there are recommended quests and you’ll eventually take on tasks that increase your stamina for climbing power, it’s up to you to do what makes you happy.
Almost immediately after getting into Natsu-Mon, a player is given the freedom to do whatever they’d like. After initially talking with your family, the owner of the Guesthouse Ashitaba where you’re staying, and fellow circus troupe members… you’re free. I ended up catching 10 bugs to boost my stamina by one, met the local kids and agreed to help them with their first mystery, then got home in time for dinner. After that, I met more of the people staying at Ashitaba, talked to the Shrine Dude, relit lanterns, then fell asleep. The next day, I took a look at my map to see who I hadn’t met yet, talked to more locals, and looked into doing some fishing to help the circus with some debt.
You’re never gated off while playing Natsu-Mon, and it’s refreshing. I felt like as long as I kept being curious and exploring, I’d get to see new things, meet new people, and savor these delightful moments. Especially since it’s so easy to earn Stickers to increase the Stamina gauge for climbing and dashing via things like Big Adventures quests or Flatfoot Files with the Yomogi Town kids. And recounting said activities in the diary for summer school homework is a great way to keep track of everything you’ve done.
Which also ties in to another amazing thing about Natsu-Mon: the localization. I think it’s one of the most charming, cozy, funny, creative, and curious scripts in a Switch life sim. The lines Satoru has, including the choices you can make for his responses, are fantastic. The reactions of other characters are so personable and feel real. This is one of those games where you want to talk to every NPC, as well as do so as often as possible, so you can see what they’ll say next. I will definitely eventually replay it again, so I can relive certain moments, like the summer festival and see experience certain interactions again.
The only time Natsu-Mon doesn’t delight is that sometimes this life sim can feel more awkward than cozy. For example, you might occasionally happen upon a challenge or task that involves Satoru engaging in some light parkouring or platforming. Lighting the shrine lanterns is a perfect example. As good as the game is, it doesn’t lend itself well to precise jumping. It also can be so freeform that, before you find your bearings, you might not immediately know where to go and what to do. On the very first day, I found myself flummoxed when it came to figuring out how to actually go to bed. Especially since the game just warned that if I stayed up late, I would miss morning exercises! I also found myself wasting time the first day trying to find a way to fish, with it not happening for me until my second day began. Also, while bug catching does involve a helpful circle around potential catches within range, I sometimes didn’t feel like I was catching the critter I intended to if multiple ones were around.
Natsu-Mon: 20th Century Summer Kid launched at a time when I really needed it, and that made me appreciate this cozy life sim even more. The older we get, the rarer it is to enjoy weeks of freedom, discovery, and joy. I get so caught up in work, especially around summer events when there are events back-to-back. Millennium Kitchen and Toybox really captured the magic of a peaceful summer where you can live at your own pace. Everything is new and an adventure. It’s refreshing and rejuvenating.
Natsu-Mon: 20th Century Summer Kid will be available for the Nintendo Switch and PC on August 6, 2024. A demo is available on the Switch.
The post Review: Natsu-Mon: 20th Century Summer Kid Cozy Life Sim Sparks Joy appeared first on Siliconera.