Set in a night less green world, the game presents every structure and figure in cartoony pictures that are delicate but not detailed enough. That’s probably why the game allows for zooming in, but you will never be able to see clear the faces of those figures in various sizes – if they do have eyes and noses at all.
Goodgame Big Farm offers convenient and fluent controls in most cases. Players could mouse over structures to check when the production or construction will be complete or over the quest buttons to see what goals you should achieve. If they left click a structure, a ring of buttons will pop up, each corresponding to a specific action that players could do with the structure. For example, they can plant corns and then use humus in the fields or upgrade and move any structure. However, there is something a little bit disappointing in the quest dialog boxes – the rewards cannot be seen directly and players have to mouse over the wooden case near top right to see what the current quest will offer after they’ve completed it.
In this game, players don’t have to wait for energy refill or ask friends for special items to complete any construction or something like that, because the actions that they take revolve around building a self-sustaining economy. After you collect eggs and pigs, you will also get some materials for making humus and fertilizer, which can be used to speed up the cultivation or start the production of apples and other stuff.
Big Farm bears some similarities to Goodgame Empire, though the two titles differ in genre. Both games tell interesting stories that work perfect with the quests. For example, in Big Farm, a young man in blouse and tie comes to hand out tasks concerning money-making since he is a member – or boss, I don’t know – of a produce sales company while in Empire, players send troops and battle enemies to rescue a girl in hostage. Also, both games enable player to spend premium money to hire special personnel to boost the productions.
Easy controls and good story-telling do form an appeal, but that appeal fades when all you see is tiny text in the dialog boxes. The remarks of those task givers come in such small sizes that it wouldn’t take long before you lose interest and head for the task actions directly without a further glimpse of what he or she is actually caring about. And in that case, the game soon falls into a terrible experience where one only produces X to produce Y without genuinely feeling entertained.