06:42 am - Style Savvy: Fashion Forward - Episode 002: Shopwork, Mystery, and An Introduction to Branding!I promised a part two 'later today', huh. I guess I didn't meet that deadline, for a number of reasons.

On the other hand, I can report that is pretty good even if it is multiplayer-only. With that said.Last time on SS:FF, basically. (You have no idea how hard I looked for a version with video. Sigh.) Then we went home and chilled out for a while. Let's get back to actually doin' stuff, huh?Back out on the street, Sophie is still canvasing for the store. (Now that's dedication.) She decides to change up her venues and invites Ozma out to Primrose Park. It's no Emerald City but that'll do nicely.The place looks nice, too.

Aug 31, 2016  Fashion Forward is the third title in the portable Style Savvy franchise, and, in a broader sense, it’s also a part of the growing segment of sandbox-style creativity games like Minecraft or Super Mario Maker. Except, rather than building with bricks and warp pipes, you craft your empire with scissors, makeup brushes, and a seemingly endless. Aug 19, 2016  For Style Savvy: Fashion Forward on the 3DS, GameFAQs has 1 FAQ (game guide/walkthrough), 15 cheat codes and secrets, 9 critic reviews, and 104 user screenshots.

Style Savvy Fashion Forward Dollhouse

There's a fountain, a big batch of flowers, and of course Sophie chatting it up with a variety of potential customers, including one 'Daria'. No, not that Daria. This Daria, the one who just sat on a bench wet with paint and ruined her clothing:Sophie's quick to suggest letting the WIZARD OF FASHION pick a new style for Daria. Man, Ozma cannot live up to this level of promotion. She couldn't unless this were a video game, which it is.

Sophie's advertised to at least three people now, so she suggests heading back up to the store and serving some customers. Instead I take a moment to talk to the park folk.It's the first time we've met Noor in THIS game run, anyway. She's in the park to hang out with her friend Gustav, who is a stray dog who likes to sleep with his belly in the air. That's about all we get out of Noor this time around though. Admittedly, that was a less earthshaking re-meeting than I imagined it might be. Back at the shop we do some basic work selling clothing.Daria here does a quick heel-turn 180 when she realizes Sophie said we were the fashion wizard.

Instead of new, paint-free clothing, she decides she wants.which is a sensible demand for a reasonable thing? When we're done she runs off home to get clean clothes, but at least she seems happy. Even minor little gestures of self-kindness can sometimes cheer you up when you've had a terrible day.Meanwhile Sophie's back. She's drummed up a lot of business, and now wants to drag Ozma off to a different part of town to show her something new. Sophie, I think I know why the boutique wasn't doing so hot. Maybe if it stayed open longer than an hour per session. Oh all right, let's see what's so cool that you can't wait to show it off.Also we've been getting email from the various girls we've sold to.

Apparently the store has an open-box policy on emails. Some of them are cute. Daria abuses emoticons, though. Anyway, back out on the street Sophie enthuses about our destination: Caprice Chalet. Okay.Caprice Chalet is a big house up on the nearby hill. At first I'm confused about why we're here. Yay, a four-door townhouse?

But then Sophie drags us up to the attic and boy howdy it's time for another two-scoop dose of weird from Style Savvy. Y'all ready for this one?

In the attic at Caprice Chalet. Is Caprice Chalet.This is a place where Elaine and Sophie's grandmother (can we PLEASE get a name for her, Sophie?) used to hang out a lot. They used to decorate the place, and Sophie has a room she can use too, but she can't decide what to do with it.

So she's passing it along to Ozma. 'You can use any of these minatures. Decorate it however you like.' Sophie enthuses, then ducks downstairs to talk to guy-friend Ricky, who's just arrived.Okay. So inside the dollhouse is a house that contains a dollhouse. Neat, right, but not too weird? So Ozma picks some miniature furniture out of the box and sets to decorating.

A lamp here, a shop table there, a couple windows. A nice little store scene, because why not?Once we're done, Sophie returns, marvels at the dollhouse room for a moment, then grabs Ozma by the arm and hauls her off downstairs and outside the house to look at.Sophie.

I need you to tell me the truth. Were either Elaine or your grandmother TIME LORDS? Did your shop mannequins ever come to life and have to be put down? Was there an inexhaustable bowl of jelly babies in your life as a child?

Oh look, it's 'Ricky' here to ask why Sophie's not manning her store.Or should I maybe say it's DAVID FRICKING TENNAT? So this is where you've got to!

Ricky, it turns out, actually owns Caprice Chalet and runs the place. He works all hours, all over town, doing a variety of things. Sophie grumps at him for not acknowledging that the whole 'dollhouse in the attic makes rooms appear' thing is weird, and Ricky waves it off casually.One of nature's own Scullies, Ricky is. Well that's enough faffing around. It's back to work at the shop for a bit. Ozma helps satisfy customer desires, Sophie runs around town advertising. The requests are all pretty basic stuff for now, can you find me this type of clothing in orange, can you find me something with stripes, etc.

Partway through, Sophie drops back in to mention we should try to raise about $2000 so we can restock the store. No problem there.Selling away the shop stock racks up cash quickly and we're rapidly on the cusp of $2000.

The question is, where did Sophie get to? So with a sigh, we slap the 'STEPPED OUT' sign back up in the window and go on the hunt. The park, maybe? No, but we do find a familiar face.Looks like every store owner in town closes up whenever they feel the urge to go prance among the flowers, or rub a stray dog's tummy, or whatever. On the way past, Noor notices and remembers Ozma and cheerfully introduces herself as the hair salon manager. We're now allowed to stop in there too, and aw heck, why not? Out to Cafetiere Close, where we stop for the most important meal of the day: Breakfast.Omnomnomnom okay hair salon right.

Since we have a spare hundred, I ask Noor to 'Surprise Us' with a new hairstyle. A quick clip-and-dye later.we sorta look like Alice did before HER haircut. Okay!Back at the shop, we discover (to my deep embarrassment given how hard I've been riffing on it) that I left a customer waiting. Not a customer?This is Laurie and she wants to take us to the Exhibition Hall, so we can learn to be exhibi. Er, so we can stock up on extra clothing for the boutique. (And ourselves!) Ooh yeah Sophie mentioned doing that didn't she. And in fact, Sophie bursts in out of breath moments later hunting for Laurie.

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Well, we should. Maybe take care of that.Laurie gives us the run-down, after outrunning us to the hall.

Girl moves like the fricking Flash, I'm starting to see why Sophie is out of breath after chasing her all the time. The stock at the exhibition hall is changed daily for security reasons. Er, I mean, for storage reasons. So if you see something great for your shop, snap it up then and there. Impulse Buys Rule Everything Around You. Only a handful of shops are open right now though.

Let me give y'all a rundown of the styles available to us, along with the Sample Outfits they pass out to show people s'up.First off, there's 'Basic U'. They are exactly what they sound like.Basic U isn't exciting but their designs go with just about anything. When in doubt or as filler between flashier clothing, you can toss in something from Basic U to act as a bridge. It gets the job done without calling attention to itself. I don't like or hate Basic U, because. What is there to like or hate?Next there's AZ-USA.

Bold, bright and kinda pop-music, AZ-USA is the style with a little bit of attitude.As they say, AZ-USA is not an inherently cute style. Strong bold visuals, lots of black and animal prints, the kind of thing you'd see in a Janet Jackson or Paula Abdul video if. Those references were actually up to date.

I don't know modern music, I'm sorry. AZ-USA style is powerful and direct, down-right-fierce like a hadoken.If AZ-USA has an elemental opposite, it's April Bonbon.April Bonbon is unapologetic babywear and I don't mean that in a negative way. If you like soft cottony fabrics, bright pastel colors, clothing with bunnies and duckies printed on them, and outfits that look like you staged a daring escape from school to come home and watch cartoons, if you're already amused that their initials are AB, then April Bonbon are your dealers. I kinda love them and I'm kind of embarrassed that I love them.Somewhere between the AZ-USA pop-rock and the April Bonbon softness is Marzipan Sky, the clothing store for people who want to look as lacey-cake feminine as they can.If you like the gentle softness of traditionally-womanly outfits with little frills and pleats, ruffles and bows, you live under a Marzipan Sky.

There's nothing threatening or too bold here. There are a lot of checker-prints and polka-dots for some reason though. If April Bonbon is staying home to eat cookies and watch cartoons, Marzipan Sky is a dignified tea party with Mr. Bear in your bedroom. They're a little too much for me, I can handle individual pieces of Marzipan but I don't want to swallow the whole tray if you catch my meaning.There are more brands than these, but they're not open yet.Whew.

That's a lot to process isn't it? Next time I'll stock up (I will PROBABLY stock up on at least a few pieces from EVERY brand, but if you have some you want me to favor heavily, mention in the comments!) and get back to work. I'll see you all then! 'Even minor little gestures of self-kindness can sometimes cheer you up when you've had a terrible day.' You know, so far that seems to be a major theme of this game, and I'm kind of in love with it for that.Anyway, welcome to Caprice Chalet, where you are a character imaging yourself as another character who entered a magical dollhouse world which has another magical dollhouse world inside of it. Ricky's cartoon Flat Earth Atheism over the rooms you design becoming real is probably just his brain going NOPE, because it was that or have your doll avatar imagine an even tinier doll avatar to navigate them.Also, I am somehow exactly as surprised to hear April BonBon is your favorite brand as I expect you would be to hear Marzipan Sky is mine.

Can I just say how much I love your descriptions of all of them, though? Like, the visual metaphors and whatnot really help me appreciate and understand what each style is going for even more, and I kind of already knew what each style is going for because I'm playing this game too.

Is available now! Journey through First time 3DS owners, make sure to check out our and/r/3DS Rules:.Keep things civil and on-topic.Threads should be directly related to the 3DS and its accessories. Comments should be on-topic with the thread in which it is posted. All posts should be civil and follow Reddiquette.No basic questions or those covered in the wiki.Questions which can be quickly answered via a Google search or those which have been addressed in the wiki must be directed to the Weekly Question Thread. This includes game recommendations and tech support topics.Threads must follow content guidelines.No NSFW content, low-effort posts, vague or misleading titles, reposts, image only, or friend code / request posts.No spoilers in post titles.Posts with spoilers in the title will be removed. If your comment contains a spoiler, hide it using: !This is a spoiler.!!Mario saves Peach.! So, as an unapologetic fan of Trendsetters (TS) who's dropped more than 100 hours into it, I picked up Fashion Forward (FF) on launch day and played the hell out of it for a week.

Twenty-some hours later, I've seen the end credits, but I'm wondering why I feel so lukewarm about a game I should have loved.I'm not even saying FF is a bad game. It's still undoubtedly one of the best girl-oriented games out there, and in some ways it's a model for how to expand the gameplay in a series while remaining true to its core ideals. But I feel like the devs made a couple big mis-steps, and ended up compromising what should have been their crowning achievement.Because I think one could look at TS vs FF as a case study in why simply adding MORE gameplay isn't enough, if the player isn't given enough guidance, goals, and rewards reinforcing good play.TS was laser-focused on its core gameplay. As a girl with amazing fashion sense, you run a fashion boutique and design outfits for modeling competitions to build your brand. There are side activities, like exploring the city or going on dates with friends, but those are basically just breathers to give players a break and prevent the game from turning into a grind. A game about work still shouldn't feel like work.Likewise, TS had a great series of reinforcement mechanisms. The enforced in-game clock gave it a constant sense of progression.

The sand jar and moon meter gave immediate extra gratification whenever a job was done well. In-game rewards like unlocking new locations or expanding your storage space were doled out in a steady manner, again, as rewards for jobs well-done.And looming over it all were the fashion competitions. The towering achievement for the player to eventually overcome.

With forty such competitions, increasing in difficulty in stages, only a dedicated player could rise to the top and become the true fashion queen of the city. It gave the game an overarching goal, and a reason to dump dozens of hours into it.FF, on the other hand, is more like a sandbox.

With more than a half-dozen separate gameplay modes (outfit styling, hair, makeup, modeling, clothing design, building makeup kits, interior design, etc etc) the player is very quickly given a huge number of tasks to complete. But very little inherent reason to complete them. Outside of the main plotline -which is still focused on the fashion shop and modeling - every other element largely feels standalone, and the only rewards given relate directly back to that minigame.The reward for doing people's hair is more hairstyles.

The reward for designing clothes is the opportunity to design more clothes. Every minigame is a self-reinforcing cycle that gives very little other reward.There's no sand jar or moon meter. There aren't even those little customer loyalty cards, reminding you who your best customers are.

Very few of the rewards handed out have any sort of global effect on the player's abilities or gameplay experience. As a consequence, there's also very little sense of progression, aside from ever-so-slowly seeing your list of available hairstyles or color choices expand.Worse, even more than TS, the game goes out of its way to hide some of the 'gamey' underlying dynamics. In TS, it was absolutely clear what reward you got for making happy customers - they filled up the sand jar faster, which filled up the moon meter faster, which got you rewards faster. It's far more nebulous in FF.

I actually went looking in the manual to find out what actual difference it made, encouraging a customer to immediately try on an outfit, but even the manual refused to say. The rewards for playing the game well are often obfuscated to the point of invisibility.Then there are the fashion shows. Despite being the focus of the brief main plotline, they're far less important to the game. There's no central achievement waiting at the end of 40+ hours of play. Worse, they manage to simultaneously feel less impactful AND more frustrating. In one sense, they're 'can't fail.' The difference between a great show and a pitiful one is incredibly minor.

But, at the same time, the game insists on rating your performance anyway, using a five-star scale that seems completely arbitrary and with zero feedback on why you got the rating you did.I even went looking for guides. Literally nobody has any idea how the hell the game is grading you. So after at least a couple hours' work selling tickets, creating outfits, setting up the venue, etc, you get a two-star rating and it just feels like the game is flipping you the finger. The urge to improve my performance vanishes when the game refuses to give any hints whatsoever on how to improve, and it doesn't even seem to give out many tangible rewards aside from making it slightly easier to hold the next show.And then there's the real-time clock, which I honestly think may be game's biggest mistake. Real-time clocks only work well in a game if it's trying to create the illusion of a living parallel world, as Animal Crossing or Tamodachi Life do. In FF, it just creates a sense of retail hell, a neverending stream of customers at multiple job sites, doing one job after another with -again- almost no sense of progress.

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The constant day/night cycle of TS ensured the gameplay was broken up into sections, and also helped it feel a little more realistic since it limited the number of customers served in a single day.But the clencher is this: last night I decided to pull out TS for a few minutes to see if I was crazy to see such big differences in a sequel which, on its face, wasn't that different. And that 'few minutes' turned into nearly two hours that I barely noticed flying. The combination of a sense of progress, breaks in the gameplay routine, and the constant positive reinforcement is what gives it that ludicrously addictive quality that sucked so many people in, even those with no previous interest in fashion.So, in the end, I have to feel a bit disappointed in FF. I don't fault the devs for their ambition, or for the case-by-case implementation of each new gameplay mode.

But somewhere along the line, they became so concerned with cramming in as much content as possible that they forgot to include some of the core game mechanics necessary to make players CARE about all that content.And I suspect, in months ahead, it's still TS I'll be pulling out when I'm bitten by the fashion bug. Thank you for posting this. I, too, am a fan and was surprised at myself for the same lukewarm reception you described.I hope future versions of the game go back to its beginnings and focus more on shop management. The original version was pretty rooted in it in such a way that holding occasional sales, keeping up with stock trends, coaxing customer decisions, and neither you nor the customer having infinite funds were all things the player had to consider as well as pleasing both the customer and yourself at the end of the day.

Lately the game has just been paper dolls and not much else. As you said, there are more activities pertaining to dress up available in Fashion Forward, but none of it feels as rewarding when pretty much anything you do will be swallowed and praised by the customer. What I'd like to see if they continue the series is to have a bit more of a competitive element. Why does the player have to be the one-and-only great working fasionista in the city? I think it could potentially be very interesting if there were other boutiques in town, who are also pushing their own trends and vying to be the most popular clothes shop around.I mean, it doesn't even need to be nasty and cutthroat. The goal wouldn't need to be totally driving them out of business or something. Just having them at all would add spice to the gameplay, like making the fads simulation more dynamic.

If you're a bohoasian shop, but suddenly boldrock outfits from the shop down the street become the 'in' thing, what to do?(Hell, that could also add more purpose to the fashion shows. One option would be winning a modeling contest and getting your style back on the magazine covers.)And yeah, I didn't mention it in my writeup, but I've also noticed that it feels like FF is absolutely throwing money at the player. I think I've got, like, $20K in my bank account, and a full stockroom with all the brands. In TS, it almost always feels like I never have quite enough funds, especially when it comes to buying the high-end outfitsaccessories. Which, as you say, forces player to actually make choices about what to stock.I'm guessing they made the miniature shop so expensive specifically to sponge up your excess cash. But the problem there, of course, is that if a player isn't very interested in dollhouse interior design, that leaves them with basically nothing to spend their money on.( sigh) Talking about FF is making me sad. It came so close to being amazing but missed the followthrough.Edit: Fridge thought - why in the world did they include the interior-decoration portion, complete with creating miniature shops, but DIDN'T include the option to design the interior for your actual shop??.

I've gotta admit that I also miss the time mechanic put into use for Trendsetters. There are so many aspects that really bug me about using a real-time clock for a shop management game. The whole 'complete your pallet' process is pretty convoluted to begin with, but now factoring in that for some colors it has to be a specific time of day or even time of the year makes it an annoying chore. Also, I find it annoying to see characters have the same animations and appearances as the last installment. With as much time that passed between TS and FF shouldn't there have been more improvements other than 'hey lets throw in a hundred side jobs.' I've also noticed at least 5 or so grammatical errors and the British slang/spelling of words is very grating.

At first, I was really impressed that they'd found a way to make those bazillion screenies everyone takes a part of gameplay. Then I realized how incredibly tedious it was. And how completely annoying Rainbow is. Or that successfully unlocking all colors would effectively mean having to screenshot every location in the game, at all times of day, in all seasons.And then it sounds like the most ridiculous grind ever, especially when you can only show them to Rainbow one-by-one and must sit through her dialog every time. So this is really old.but I just had to chime in. I played the original Style Savvy.

I have to say, that one gave me the most enjoyment. Though the graphics are pretty bad and there's not a lot of choices, so I probably won't go back to it.I got to the credits in TS and kind of stopped. I didn't like the day night mechanic. The days felt too fast for me, however, I really liked the sand jar.I just got FF. I haven't made it super far yet, but I'm not the biggest fan of this dollhouse nonsense, and it's taking pretty long to unlock things. It also feels really little kiddish. I know the games are for young girls, but it's really noticeable in this game.

I'm hoping I'll end up liking it more. Guess we'll see.