A Space for the Unbound Part 14. A second successful prosecution. (New Game Blind)
Part Synopsis: In the Net Cafe, a mother pulls her son away from a terminal to leave; even though time is remaining on it. Atma logs onto this still usable rig, finding a news article about a fireworks factory catching fire, causing numerous fatalities and injuries. This page is printed out to use as evidence. The clerk notices Atma isn't the original customer, although lets it be since no money is lost.
Returning to Lulu in her Spacedive, the acquired evidence is used to discredit Madam Puspa's testimony; very much like it was done to Mr. Agung. This instance proves more difficult to pick the right statements with the right items. It's done eventually, though. Gaining access to Puspa's mind, an insanely complex puzzle involving using valve handles to guide water through different pipes is encountered.
Cheating is done to figure out how to solve everything. I was stuck here for ten extra minutes that was edited out before using Google. When the fires are put out, flowers bloom in their place. A prior encounter between Puspa and Raya is seen, where the young girl requests fireworks. Unable and unwilling to assist, the older woman ends up being altered like Mr. Agung.
An artifact is picked up before returning to reality. Madam Puspa has calmed down, recalling the conversation with Raya, but doesn't recognize Lulu. The two get a lead that the General Store owner Uncle Budi may have seen their classmate. The missing dog is come across and shooed away with the toy. Being warned that entering the store will advance the story, it's held off on for now.
Playthrough Information: This is a blind let's play. The series will focus on a single run through the main story until completion. It will not feature 100% completion of every activity or achievement earned. I plan on commentating regularly in addition to reading out loud the unspoken dialogue. This double wears out my ability to speak fluently and for long periods. The gameplay shown is captured via the digital download edition on PlayStation 5. As for the screen ratio, there are no means of adjusting them through the game options. While playing, it looks full screen on my television, despite being recorded cropped. I don't know of any way to adjust this, so apologies if it's distracting.
About Game: A Space for the Unbound is an adventure video game developed by Mojiken Studio and published by Toge Productions. It was released on January 19, 2023, for Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S. Set in the late 1990s, the game follows Atma and his girlfriend Raya, who live in rural Indonesia. They explore their newly attained magical abilities and deal with supernatural powers that threaten their existence.
The game designer's focus was capturing what it felt like to grow up in Indonesia in the 1990s and wanted to preserve his memories as an Indonesian through the game. Reception to the game from critics was positive, with reviews focusing on the game's solid sense of place and heartfelt story.
Development: Dimas Novan Delfiano, the game director from the development studio Mojiken for A Space for the Unbound, began development on the title in 2015. A team of two to three people began work on the game while the studio also developed multiple other games simultaneously. Dimas completed an initial prototype of the story in 2015, which served as a core for what would be developed. Dimas found the first few years of development incredibly difficult, as he struggled to build a substantial game from the beginnings of the prototype. In 2019, Dimas noted that he had found the "right formula for the game" and Mojiken released a demo in 2020. Around 2020, everyone at the studio were able to shift focus to working on the game.
Dimas since a young age wanted to create a game set in an Indonesian high school, and was inspired by the concept of an "Anime pilgrimage," where people travel to compare real-life locations against their anime-depicted counterparts. He wanted to highlight his personal experience of growing up in 1990s Indonesia, and wanted players to feel the same passage of time that he had experienced. Dimas said that it was his goal to preserve his memories as an Indonesian growing up in the 1990s in the game. The game was heavily inspired by the works of Japanese filmmaker Makoto Shinkai.
The game heavily features anxiety and depression in the story, and Dimas and the rest of the development team consulted professionals for their input to help with telling it appropriately. The space diving mechanic was created to help explore these themes in more detail.
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