Showing posts with label steam store. Show all posts
Showing posts with label steam store. Show all posts

Monday, January 23, 2023

Being Saleh: A Space For The Undaunted Future and Things To Come and Why oh Why I don't Blog Often? (A Space For The Unbound review)

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).

Dun dun dun dun

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.


Anyway back to ASFTU this game is a visual novel at heart but with some side scrolling adventure game type and some mild puzzle-solving, there's also elements of Quick Time Event (QTE), For me these elements can be a hindrace sometimes, I know they're trying to spice things up (and testing some engine) and most of the puzzle are easily solved but trying to get a door combination in later game with little hints and lots of numbers can be a little frustrating because sometimes it broke the immersion of the narrative, if there's a paid DLC button to skip all the puzzles I'll gladly bought it. The game design was breathtakingly nostalgic, with some of the house and generic 90s school visual design, soothing music followed by familiar environmental sound, and the NPCs are just as bizzare and quirky as I expected too, in short the whole visual and sound design is a warm welcome for my soul, almost like a sweet, smooth therapy session (uh no, I'm not talking about weeds)


The story: Atma and Raya is a childhood sweetheart couple, fall in love in high school, unsure of their future, planned to ran away together, creating a list of what to do before they finish high school and so and so but plot twist: they both have superpowers, Atma can dive into other people's heart (dubbed spacedive, later crossdive) while Raya can manipulate reality to some extent (and require some price), in their last days of high school there's a crisis looming in the horizon and they both are in the center of it. WARNING: If you could read the fine print at the game description you might realized that the story dealt with mostly negative emotion, Raya and Atma's power are tied to their psyche and the story unfolded as their powers and hearts grow, you'll mostly control Atma so the story was presented in his point of view to reserve some of the clever twist of it, not to spoil anything: This is a sad game, and some scene can make you a tad bit uncomfortable, some of the expected seriousness is one of the fine point of why I bought the game, it's brave and Mojiken presenting such a story without gerrymandering it is an achievement to itself. Psych disorder is not something to be taking lightly of, and sometimes it requires professional help. I Also  played the game with Bahasa as language and I can see some of the English statements, jokes, curses and proverb are somewhat translated as is which is a bit... weird? Indonesian don't told others to go hide on their mother's skirt, they told them to shut up and die while swinging things (HALAH BACOT), they got better at the end where the narrative is heavy and pack some great impact.

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.

yes atma, Woah indeed
 

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!!

Thursday, March 21, 2019

Options Matters

Minor Spoiler for Detroit Becomes Human demo and Dragon Age Inquisition

For the first time Epic Games is bringing Quantic Dreams Titles (Heavy Rain, Beyond: Two Soul, and Detroit Becomes Human) to PC, Originally exclusives to Playstation and they skipped Steam Store, which makes me wonder will other exclusive PS4 like God of War (Sony) or Spider-Man (Insomniac) will make way to PC too. All titles are on sale on Playstation Spring Store right now and I already took out Detroit Becomes Human from my basket (I like having options), I played Heavy Rain and Beyond: Two Souls already, for some 'next generation point and click adventure' their story was great.

Speaking of options the demos will probably come out in near time, I played the Detroit demo on PS4  two days ago and although it was Quantic Dream's fastest selling title because they boast 'CHOICES MATTER' in their card title and constantly reminding me throughout the demo that all my action would shape the story, I found myself perturbed by the appearance of 'probability success' in the demo mission.

If my choices matter why the probability success? It's a hostage situation and I have a choice to investigate the crime scene first or just to confront the perpetrator, I did the first and although my success probability spiked up to 99% I decided to off the guy (after I got close and calmed him down) and then apparently my brain start destabilizing.

If choice matters, IMO there's a good chance there are 'bad endings' and 'good endings', in Dragon Age: Inquisition I did some terrible choice for the sake of a mission and ended up losing a party member (although it happened IN THE DLC) but I can accept that, there's also credit title cards and stuffs about that decision and the aftermath consequence, that makes me feel that my choices did matter.

But probability success? for what? good endings? am I pushed towards good? most game which offered 'choices' often have half-assed situation for 'bad ending' (ex: your character died, your friend died, something blew up, everyone died) and they sometimes have cutscenes... SHORTER cutscenes  compared to the 'good ending' cutscenes, plus they often have action or bonus mission for the good ones (Spec Ops The Line: I'm talking about you), after I finished the Detroit demo there's a flow chart page, which show me my progression, and apparently yes, there are longer cutscenes attributed to the 'good ending'

My choice matters, but apparently my playtime will be shorter if I just turn violent for the sake of a mission =)) =))