A Space for the Unbound Part 9. Actions have consequences. (New Game Blind)
Part Synopsis: A woman hoses off the dirty container, making it clean. The free oil is obtained at the store afterwards. A bitter melon growing on a vine is plucked for another objective. Returning to the pastry chef's mind, Atma ruins the competition's entries, which returns the tools and allows the main entity to triumph.
This convinces the woman to return to Ria Cafe. The punks harass Atma outside the building, although don't make any physical contact. Admiral stays outside while he goes in. The chef and owner have since made amends. She makes the requested cake. Back outside, Erik has run Admiral over with his motorcycle, causing fatal damage.
He then proceeds to knock out Atma and take the newly acquired confection. Marin wakes him up, insisting he find Raya. Finding her in the classroom, she appears fine. Erik barges in with the cake Atma went through all the trouble to get made. More arguments and brawling ensue. Raya is ushered away by the gang members. A flower appears above Erik, triggering an automatic spacedive. A younger version of him is locked in a cage.
Numerous beasts known as Weredogs start inhabiting the area. Sneaking by them, a hallway requiring perfect timing is entered. In the next room, a Weredog is trying to make a cake. Atma finds a bone here, swapping it for the wrench in the hall. A gear in the first section is picked up by using the wrench. A second gear is found past the kitchen. It soon becomes clear the cooking needs to be completed to get the key to free Erik. Using sugar from the first room, it's added to the batter. After learning the correct temperature for the oven, it's successfully made, prompting the Weredog to leave. Atma gets the key returning to where Erik is.
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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