A Space for the Unbound Part 17. Domestic management. (New Game Blind)
Part Synopsis: Using the chew toy, it gets rid of the dog owner from blocking the way. The Doomsayer is speaking with a crowd up ahead, forcing a detour. The Pastry Chef is outside Ria Cafe, screaming about cake in a deranged manner. Atma opens a rift, now on the same street in an alternate period. A kid is immensely upset over his father: the Doomsayer constantly ignoring him.
His only concern is to con people out of money. The chef meanwhile is divided between maintaining the bakery or pursuing a personal desire to branch out. Nothing can be done here, so Atma passes through the rift again. He Spacedives into the same woman in this era who has this insane obsession over bakery items. It's revealed she has massive emotions over disappointing her grandfather.
Finding a will, Atma shows it to the chef when coming out of the dive, which doesn't work. Presenting it to the alternate version in the rift, she learns his final wish is for his granddaughter to do what is happiest. Atma takes orders from nearby patrons, relaying them to the chef. She makes the food correctly, impressing everyone. Her coworker agrees for Tumini to follow her ambition and vows to look after the cafe alone.
In real time, she has already switched professions; allowing passage. At the arcade, the employee gifts Atma a GameBot. In the rift, it's handed over to Doomsayer's son. He leaves his father alone to play by himself. His soccer ball is taken off the ground for later. The adult in the present is still conning people over fake trinkets. After spacediving, the boy is reunited with the ball, prompting the man to regret not being there. He abandons the swindling and takes off, making the crowd disperse. An older gent is in need of the YOMAN Letter N wrapper, before the festival is entered.
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.
#digidv85
#letsplay
#aspacefortheunbound
#playthrough
#blindplaythrough
#gaming
#ps5
#playstation5
#gamingcommentary
#videogames