The majority of the gameplay, though, is speaking to other characters and solving various puzzles. The gameplay has some surprises to offer too, including a sort of Street Fighter combat system where you need to input specific buttons in order before a timer runs out. An unusual detail like that assists the sense of realism. I’ve unfortunately never been to Indonesia, nor am I Indonesian myself, but there were a few things that even I recognised from my own South Asian background: this has to be the first time I have seen the word ‘masjid’ (a mosque) appear in a game, for example, a term that I heard a lot when I was a child and around my family members. There is one particular scene that references a famous gaming moment in a hilarious way, certainly one of the funniest moments I’ve ever come across in a game, and there is even a nifty little tribute to The Karate Kid (a film that also dealt with bullying). The game warns you up front that it deals with disturbing subject matter in regard to mental illness.ĭespite dealing with such serious material, it’s worth noting that there are also some rather funny moments, too. Bullying is quite a big theme, as is toxic masculinity, domestic abuse and Neon Genesis Evangelion style inner turmoil. Sometimes you can be playing with a football, talking to your fellow students at school, or enjoying the scenery on a pleasant walk around town, but you’ll also be going through a harrowing psychological journey full of pain and bitterness and loss. While Makoto Shinkai is a name that has popped up in connection to the game’s approach, the Japanese animation director I find myself thinking of is actually Mamoru Hosoda, in the way the game melds slice-of-life youth with the violent and fantastical. The soundtrack, by Masdito “ittou” Bachtiar, reinforces this enchanting feel, with tracks that are full of character, bouncy, but also melancholic at other times. The clouds above are gorgeous, whether dark against the sunset or bright against a teal sky. The Makoto Shinkai influenced visuals, while sometimes a little simple in the cutscenes, are always charming and suffused with realism buildings have discoloured tiles, tree branches cast shadows over the pavement, and paint gives way to expose the bricks underneath on an arcade wall. Seven years of passionate work, I’d assume, because the game shines in almost every area. It’s a game that I’ve followed for a fair amount of time, and while watching a game through its development can often end in disappointment, this isn’t one of those times.Ī Space for the Unbound has been in development by Mojiken Studio for seven years. I don't regret a penny spent on it.An indie game set in Indonesia that deals with depression and anxiety, where the protagonist can dive into the consciousness of others, the description alone for A Space for the Unbound is immediately intriguing. For $20, it's a simple game with a solid story. 1/5 Overall: Cute game that tackles a difficult subject, and does a good job in execution. 2.5/5 Replayability: Not much to really gain from playing again to me. Adventure games aren't the pinnacle of gameplay. 5/5 Gameplay: Simple gameplay, a bit more involved than a visual novel, but not significantly more than that. 4/5 Technicals: No bugs noticed, game ran well on the Switch. I appreciate what it tried, it did a great job. It's a heavy story, but fell short of affecting me. 3.5/5 Story: Lots of sprawl to the story, but wraps up nicely in the end. Nothing significantly memorable in either capacity, but effective in the moment. Graphics & Sound: Throwback pixel art style, basic at times, but charming. Story: Lots of sprawl to the story, but wraps up nicely in the end.
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