There seemed to be a lot riding on A Space For The unbound (ASFTU), a narrative driven game seven years in the making from Indonesian Studio Mojiken, the wave started about three/two years ago when they're announcing "a game with a Indonesian 90s setting" (or more precise: A game with Indonesian 90s high school scenes, which means no greatest sin of mankind a.k.a cellphone yet) they had a demo on Steam so I played it, one year later after two days of playing the full game I sat and write this post because I deemed that game is worth enough reviving this blog (and changed the font).
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I'm not familiar with Indonesian indie games scene, as a matter of fact the announced ASFTU is the one thing intriguing me enough to search around about them (growing in 90s and stuffs) and bumped me with Coffee Talk (another slice of life retro graphic game set on a fantasy futuristic town) published by Toge Productions who has been around since some eleven years ago which means I've been under the rock enough for not noticing them... Anyway so after playing Coffee Talk enough to see the 'weird' creativity of this game I put ASTFU on my wishlist because being an Indonesian but spent so much time playing MMORPGs with people of the world make me a little... homesick, mind you I retired from the local's MMORPGs scene because of it's notorious toxicity (No I'm not talking about Genshin Impact, I'm talking way way further back when I grind those 1909145732896543 Ketra orc's heads), Coffee talk: a little game that only span 6 hours or so is weirdly powerful on writing and narrating, it's basically a compilation of short stories, a GOOD compilation of short stories.
Although The pace of the game is uneven (sometimes it's like a speeding truck crashing every wall and in some chapters slowed down to a crawl) but Mojiken also did well blending it to the game design, the visual novel take make a really compelling case of secrets and hidden objects hide and seek minigame, it's fun and well placed, there's a side quests where you must collect bubble gum wrappers with the letters which ultimately form the words "YOMAN" which is a reference to a 90s local bubble gum promotion where my brothers and I hunted the word S of YOSAN bubble gum (we never found it, and we suspect it was never even made hahaha) plot twist: THEY'RE STILL EXISTED!!! anyway as promised the world of ASFTU is jam-packed with 80s and 90s nostalgia, furthermore: even some of Mojiken's previous game character is act as a secret puzzle. Pet all the cats, the dogs, the... other animals... just go wild with those interaction bubbles. The game also loaded with references to other pop culture such as the "Cobra Kai"show and "Kung-Fu Boy a.k.a Tekken Chinmi" comic book which is a huge hit here in their 90s day, and you want to know the price of one bowl of noodle in the 90s? yes, it's also (slightly) accurate, on story side: you can see the influence of other 'existential' video game, movies, and anime in ASFTU, from "Nier Automata" to "Neon Genesis Evangelion" it's not just the show, the music of ASFTU also show slight references to it, I also think this entire game's music deserved a separate recognition of their own (the penultimate song was A++). I'm not a musician but I know a good tune when I heard it, especially one of these weeks FFXIV and Tales Of Arise music's was the only thing I heard every day.
Also it's probably one of the free-bug game i was ever played, if there's any it was never triggered or occured, anyway technical thing aside: Mojiken Studio as developers and Toge Production as publisher is probably a big time winner in a little corner of this country's emerging (or stagnating? Or even declining? Told you I'm not familiar with this scene) game storytelling and marketing scene and deserved every praise because of it, ASFTU ticks all the right thing, brought a full course meal to a small community while still hold a bigger and finer standard, although the theme was dark and dealing with delicate social issues this game succesfully navigating those issue with care and gentle handling, (down to their New year Poster which score a high points from me). But I'm not a point guy, I'm just an old player, I had my share of suspicious glance, self-destructing, and a bunch of unanswered phone, text, and emails. I enjoyed ASFTU wholly, even with their frustrating door combination puzzle (Thank God there's no mandatory jumping puzzle or I might throw out this game immediately) I believe this game can be something more, but it was also up to their devs (and publisher), and other devs and publisher, and also other people involved in this industry, when you finished this game and tried to contemplating the relatable elements of it you'll met with the fact that this one game took seven years to make, that alone can be a consideration for anyone involved (or anyone who wants to be involved), I'm expecting great things from this scene but for some illogical... reason even great things can be a mere dust in the wind when it failed to capture hearts, but I also believe great things also come from little things. Anyway as Atma's said (as cheesy as he can be) the perfect world is the imperfect one (which is obvious) I really don't dig him but I like it.
Spoiler: This is what you got after petting all the cats in the game!!