Tumgik
#it's not the gameplay and it's not the aesthetics and it's not anything else i can concretely pinpoint
akari-hope · 1 year
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waywardsalt · 1 month
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tag rant but man i fuckin hate the new direction for loz
#its like. this is more on like. why is it bad that theres a zelda formula. why is it bad that all of the games follow this formula#that’s their identity??? like pokemon games and fire emblem games all have their own formulas so to say#and so thats their identity thats what you expect going in thats their niche their gameplay experience identity#and i just. really fucking hate how loz seems to be going the route of just. throwing shit at the wall and trying everything else#and nothing sticks so the more recent ones just feel like open world slop that dont excel at anything#so fuck this im going to play elden ring with a double jumping horse and great and challenging combat. i’ll play minecraft#yknow? and i dont understand why loz games feeling ‘similar’ is so fucking bad like???? every game series’ entries feel similar thats the#point yknow. if they suddenly made a fire emblem that was an fps for no reason other than to break convention and break away feom the#formula then what the fuck thats not even fire emblem any more. like. idk. i kinda just despise the newer stuff bc its so. middle of the#road whatever and has just about nothing i actually like and look for in the series. they dont have that niche identity any more#its a shift that just makes them like part of the open world white noise every aspect is honed down and done better in other games#its not like the formula causes every loz game to be really predictable or blend together fuck no#theyre still each very unique from each other even if they follow the same guidelines thats the fun???#like woah i wonder how the dungeons will differ what the new story and characters will be what new items#fucking hell boo hoo this game series’ games are similar to each other. almost as if they share the same central identity#absolutely just letting off steam and frustration here i hate when ppl treat the formula as a bad thing when it’s like. what makes them loz#like fuck its not like theyre exactly the same like i said theres a great deal of variety in what each one offers no need to just chuck it#all thats the kind of shit i come to loz for. i go to fire emblem for the specific leveling up strategy gameplay i go to pokemon for the#creature battling and specific world feel botw/totk just. do not carry with them the same signifiers of loz and they dont really have#identities beyond go do whatever the fuck which is not very compelling??? like can we at least commit to something here?#im yelling at shadows here im just. fuckin tired and feeling pessimistic abt this future of this game series whose core gameplay is one of#my all time favorites i really like the tightly designed linear-with-freedom dungeons and puzzles and world and all that#like the aesthetics changing is great and its fun to see different takes and tones on it but that core sense of things is like. The Point#of choosing to play loz yknow what i mean. like just bc its got ‘legend of zelda’ slapped on it doesnt gonna mean im gonna want to play a#vastly different experience if that makes sense. thats not the precedent thats not what you like. expect and associate with this#i feel like i sound like some entitled fuck abt this but like. is that tried and true style just going to be trashed in favor of this#honestly kinda bland everyman-ass style just bc it started to seem like it was getting stale. fuck this im gonna see what tunic’s about#likely delete later this was just a vent. ‘the zelda formula is a bad thing-‘ are you fucking serious rn#like hesitantly hopeful abt eow bc someone i know is excited for it so ill def play it but just. man
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some-witterings · 1 month
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[Post New War Warframe Spoilers Ahead]
I just need to gush about Qorvex a little...
Because god damn, DE did an absolutely fantastic job with him.
His cycopean and brutalist aesthetic make him feel less "alive" than other frames. He just feels unnatural. While most other frames look powerfull, heroic and storied; Qorvex is just imposing. He has no obvious location where a face would be, just a single glowing red eye. He might have a standard human form, but it is buried beneath his concrete plating that is so functional looking it strips him of any obvious signs of humanity.
His sound design is amazing too. There is no bluster or massive sounds in his first three abilities, just grinding and slamming concrete followed by the degranged clicking of a gieger counter. Hidden beneath all of that noise is a low gutteral roar. Something inhuman, strange and angry. That all changes when you reach his fourth ability though. The crucible blast feels exactly as it should, like the beam itself is ripping apart the air and poisoning the world. All whilst Qorvex bellows in his deep alagory for a voice.
It even permeates into his gameplay. He is filling the battlefield is radiation which causes the enemies to turn on each other. Slamming them together and crushing their armor. Not flinching when hit. Then causing the enemies to erupt in nuclear fire from within themselves. His gameplay feels like it lives up to the tool of extiction that Albrecht made him to be. Both the immovable object and unstoppable force.
I appreciate my thoughts on him my be tainted by just how much I enjoy playing him and my love of nuclear stuff to begin with, but he feels so much more like a form of nature than anything else. He radiates this aura of something that will kill and will not care. A tool, not a person. Which absolutely suits the radiation he is the representative of. It will not care and it his hard to stop. Qorvex is the uncaring nuclear fire at the heart of every fission reactor and he plays the part perfectly.
Well done DE. Hell of a frame you made.
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theslimeologist · 1 month
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curious as to how you feel about slime rancher's gameplay as a whole, if you wanna talk about it
oh boy.
slime rancher has a unique chaos-focused gameplay design unlike any other game ive played while also going for a chill farming vibe. after years of playing the first game, and just a handful of hours in the second.. i believe the gameplay loop and level design to be the reason I havent played the series in recent years.
everything in slime rancher is random.
crop yield, crop grow time, slime spawns, slimes feeding themselves, everything. and this is the core, foundational game design philosophy they’ve dedicated themselves to. and they’ve doubled down on the randomness in sr2.
shop stock is random every day. unlocking blueprints come unpredictably. resource nodes are randomly scattered about. weather, which can dictate slime AND material spawning, is 100% random. not even to what weather happens, but what DEGREE the weather is.
this much random chance has made the series appeal to me less and less with time. i love to strategize beyond all else in a farming game, and slime rancher’s “chill chaos” just doesnt accommodate my style of gameplay anymore. i want resource extractors. i want to have a reliable income in terms of resources so i can do all the incredible decorating they’ve added.. but i dont think anything could get me to play hundreds of hours of sr2 to collect resources by hand at the mercy of rng. i did this with gilded gingers for fun. i never wanted to do that for EVERYTHING.
now, to look at sr2’s gameplay and design decisions more closely..
slimes live in corrals. boxes. this is one thing i thought could have always been expanded on. enclosures are as simple as ever, essentially what they always were right from sr1 beta. slimes being fed are still dictated by the chance of food hitting their mouths at the right angle, right time, with the slime in the right mood. it just doesnt work reliably, leading to slime chaos despite any player’s best efforts. the devs seem to see this as part of the game, and not something that could be revolutionized or improved upon. the ranch expansions are as simple as ever. we can decorate them though…! i guess…! i wish there was more thought and love put into the ranching. more involved slime care. i had a lot of ideas i never drew down for how things could change..
moving on to the level design itself, the areas in sr2 feel more confusing than ever for me to navigate. and ive stubbornly believed that is not on me. the islands are focused on experiencing beauty and wonder, but not really designed with normal gameplay quirks that can help players navigate without even knowing they’re being helped. like landmarks. sr2 has the volcano, split tree and the conservatory. these three things are actually pretty difficult to spot in most locations, which really fucking sucks. if you’re lost on the sr2 map, they really just want you to open the map or wander. another thing that has always bugged me a TON, is in the rainbow fields there is a fucking death drop into water that looks like youre walking home. like…. LIKE???? another thing that feels especially controversial to point out is how the super-saturated aesthetic of every area can make an area feel samey, confusing even. rainbow fields have rainbows everywhere. imo, you could have gone for that idea while having brightly coloured trees, rocks, grass, that are DIFFERENT COLOURS. FOR CONTRAST. pick bright colours that complement eachother and sculpt the world with it. when i think of rainbow fields, i honestly can only imagine the purply blue grass and moss on grey stones…
it feels as though sr2 was all about pushing the teams creative and aesthetic abilities with a huge sacrifice to regular gameplay design. a slime rancher sequel was an opportunity to build anew from the ground up and address huge issues with 1’s unreliability due to physics and loading zones, etc. the full game isnt out yet so i cant speak on whether they’ll ever take these kinds of issues into consideration in future patches.
anyway at the end of the day, for a game so focused on aesthetic, slime rancher 2 doesnt even have properly textured tangle largos. I wont bother to look or photograph them all myself because tangles are only from rare weather. but next time you’re in game, check out that flat batty tangle flower for yourself. until that flower gets a proper texture patch i dont really have much else to say.
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carlyraejepsans · 7 months
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If you are going to make a game here’s some things that might be helpful!
Game engines:
Godot: very new dev friendly and it’s free. Has its own programming language (GDscript) but also supports C#. It’s best for 2D games but it can do 3D also.
Unity: I don’t even know if I should be recommending Unity. It has caused me much pain and the suffering. But Unity has an incredible amount of guides and tutorials. And once you get the hang of something it’s hard to get caught on the same thing again. It also has a great Visual Studio integration and uses C#. I will warn you the unity animator is where all dreams go to die. It’s a tedious process but you can probably get some plugins to help with that.
Unreal: Don’t use it unless you’re building a very large or very detailed 3D game. It also uses C++ which is hell.
Renpy: Made for visual novels but has support for small mini games. It only supports Python iirc. Basically if you’re making a VN it’s renpy all the way otherwise you should look elsewhere.
What to learn: Game design and how to act as your own game designer. As a designer you need to know if a part of your game isn’t meshing with the rest of it and be willing to give up that part if needed. Also sound design is very important as well. If you want to make your own sounds audacity is perfect for recording and cutting up your clips. If you want to find sound effects I recommend freesound.org and the YouTube royalty free music database.
Sadly I can’t recommend a lot of places to learn this stuff because I’m taking Game Development in Uni. So most of my info comes from my lectures and stuff. One of my game design textbooks is pretty good but it’s around $40 CAD. It’s called the game designers playbook by Samantha Stahlke and Pejman Mirza-Babaei if you’re interested (fun fact there’s a photo of Toriel in there)
Anyway sorry for dumping this large ask on you I’m just really passionate about game design and I like to see other people get into it.
please do not apologize I'd never heard half of this stuff so this is super useful!! I've seen some godot tutorials on YouTube although so far I've played around with RPG maker MV (it was on sale. very very fiddly interface, i had trouble getting around it) and gamemaker, which recently became free for non-commercial use (a lot more approachable on first impact but like i said, haven't really done anything substantial in either yet).
mostly, I'm still in the super vague stage. I've got an idea for the main story conflict, the protagonist and their foil, the general aesthetic i want to go for (likely 2D graphics, but it would be cool to make like. small cutscenes in low-poly 3D) but not much else. haven't exactly decided on the gameplay either! it's gonna necessarily be rpg-esque, but I'm not much of a fan of classic turn-based combat so. I'm gonna check out other games and see if i can frankenstein anything cooler :P
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andrevasims · 10 months
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Vavel Vacationaries: CC-Free Community Lot
When I was messing with TS3 during my yearly brief revisit of it, I tried out the resort management gameplay from Island Paradise. I always like to make a single adult sim to try out the huge amount of features TS3 has, and for resort management I went with a 1980s businesswoman.
Long story short, that sim and the pre-built resort I had her running inspired me to try to shoddily adapt that concept into TS2.
So this is a community lot, sorta designed like a tropical hotel/resort, but mostly just for aesthetics as it's not a "real" hotel (ie not zoned as one in-game, so the front desk object does nothing, it's just for decoration). There are 4 beds though, and if you do want to have a longer vacation-type experience on the lot you'd need the Sleep on Community Lots mod to have sims be able to use the beds.
Going along with my resort management inspiration, I tested out having this lot as an owned business, but it was pretty boring because sims would stand around thinking about buying a ticket from the Electrono-Ticket Machine, and once they did they would all go over to the Taste of the Tropics Food Stand and stand around thinking about buying food, and almost all of them would end up leaving the lot before they even bought any food. They literally didn't do anything else lol.
Soooo yeah that didn't work out, it was more fun to play it as a normal unowned community lot - And just pretend that it's owned by the sim I made, I guess.
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First/Ground Floor
Value: §220,218 | Size: 30x30 | Zone: Community
DOWNLOAD VAVEL VACATIONARIES: SFS | MF
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Speaking of the sim I made, here she is:
Vicki "Vick" Vavel! (Also CC-Free)
Personality: 7/10/5/3/0
Aspiration: Fortune
Turn-Ons: Hard Worker & Charismatic
Turn-Off: Unemployed
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DOWNLOAD VICKI VAVEL: SFS | MF
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radioisntdead · 4 months
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Hi I was wondering if your still doing requests could you do a platonic angel dust x fem reader with some fluff and angst in it
Good evening my dear! I didn't know if you wanted anything specific so I did headcanons I hope you don't mind but if you wanted a oneshot then just send in another request and I can write somethin'
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Angel dust friendship headcanons
Warnings: Valentino is mentioned, drugs, addiction etc etc, MILD SPOILERS FOR BOJACK HORSEMAN, reader is low-key drug dealer coded [That is not a sentence I thought I'd ever say]
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I'm leaning heavily towards best friend headcanons because those are fun! I imagine you, Cherri and Angel, trouble trio, partners in crime, etc etc
I imagine the two of you met because while he sold his soul and works for Valentino you work for Velvette, whether you still have your soul or not is up to you.
Getting the angst out of the way right off the bat, pre-hotel
Y'all are hellbent on destroying yourselves for different reasons, You wanting to forget that there are people you left behind when you died, people you will never, ever see again and it destroys you bit by bit and maybe if you destroy yourself enough you can forget them, and Angel, well Valentino is all I have to say.
The two of you go on week long benders, if y'all have seen Bojack horseman I'm imagining it's like when Bojack and Sarah Lynn went on that bender but less horrible, like you have cocaine in your walls.
Angel dust has a horrible, horrible day because of Valentino? You're right there with alcohol and whatever else you or Cherri got your hands on.
After hearing about Angel dust joining the hotel you decided to join right after, you didn't have anything better to do and redemption while being a pipedream by a delusional princess, didn't sound too bad!
The two of you give Vaggie a headache, Angel dust with the sex jokes and you making a bunch of drug related jokes or trying to sell drugs out of the hotel.
You gave Husk catnip one time [WITH CONSENT]
You and Angel dust have movie nights watching trashy romcoms, soap operas, etc etc
I can definitely see Angel dust watching soap operas and making fun of them OR getting concerningly invested.
Y'all have matching best friend outfits, like y'all will sometimes match in similar outfits or do opposite aesthetics.
Makeup days! Either y'all end up doing the most ridiculous looks on each other [like clowns, animal paintings etc etc] or y'all do proper make-up looks on each other that slay.
I can see you tormenting the hotel with this song in particular [note ITS BEEN THREE YEARS SINCE THIS SONG CAME OUT??? I REMEMBER I WAS THERE WHEN IT FIRST CAME OUT WTH also I shouldn't have been watching gameplays of onlycans at 15ish?? LMAO]
Angel dust approves, he has it as his ringtone for you.
BEST FRIEND BONDING DAYS
Y'all go out to eat, commit some vandalism with Cherri, buy clothes etc etc
WING MAN WING MAN YOU ARE HIS WINGMAN WOMAN WHATEVER.
I imagine after you get healthier and get sober you head into more healthy coping mechanisms, like I mentioned you work for Velvette, try your hand at more then just whatever you do with her, draw designs, make your own clothing etc etc
If you make your own clothing Angel Dust is your go-to model.
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Good evening folks! I need to take a nap! As always thank you for tuning in!
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loz-furbies · 2 months
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Hyrule Warriors Zelda
(While the characters have some dialogue during gameplay, this is based on just the cutscenes because I'm not replaying the whole game for this)
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Design
I’m not a fan of HW Zelda’s face, while Zelda in all her incarnations has a rather generic anime pretty girl face, for some reason this one feels bland and barbie-like to me. And in general the aesthetic this time is a lot more fanservicey than usual, with the bikini armour and mini shorts. Which I guess is in line with the overall HW character design but I don’t have to like it. Even more than the bikini breastplate I’m bothered by the fact that her shoulder armour doesn’t seem to be properly attached to anything.
That aside I think this works well as a more action oriented Zelda design, with all the extra armour, while it retains her well known pink/purplish colour palette and the Hyrule crest. I also like her hairstyle with the little weight at the end of the braid.
Like most of the other characters, Zelda also gets unlockable alternate skins, some change her to look like the other Zeldas (and Ilia for some reason) in the franchise, while others are palette swaps of her HW look. So they aren't particularly interesting design-wise, but still a fun gameplay addition regardless.
Sheik again has a perfectly serviceable mysterious ninja design. The scarf doesn't look as awkward and I like the addition of the long braid.
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I'm a huge fan of how the weapons in HW get progressively more ornate and impractical, and Zelda's lvl 3 rapier is exactly the type of magical girl weapon I'm into.
Character
Hyrule Warriors Zelda is a mature and competent leader, who also joins the battles in the front lines. Unfortunately there's not much else to her, like sure she's the nice and polite princess again, but she doesn't get that many interesting character moments and a lot of the story is just spent going through the plot.
As Sheik she has the same issue as in OoT, in that she doesn't have in common with her regular self. So Sheik's inclusion does feel a bit like waste and I would rather that they spent that time developing even one persona properly.
I have some issues with how women are depicted in this game, in that at times they feel sort of overly cutesy and infantilised and made specifically to be waifus. Like giggling a lot, doing specific kind of cute poses, staring lovingly at the camera in victory animations and stuff like that. It's not a huge problem with Zelda (or Sheik) and more prominent in characters like Lana or Linkle, but even with Zelda there is this feeling that the target audience is the kind who spends hundreds on bikini DLC.
Role in the story
For the first time in this review series, Zelda isn't kidnapped or cursed at any point of the game so good for her for that! She is a playable character and uses a rapier to fight, which ought to fill the needs of those who want a badass combat Zelda. Though I feel that is less meaningful in this game, since you can level up Agitha to lvl 100 and destroy all enemies as her.
However Zelda not being the target of a rescue mission does make her less important to the story though, since there's not much that replaces that. This is more about the game's character writing in general and not a flaw for Zelda in specific, but for the most part the characters just go through the motions. The story starts with Zelda having a prophetic dream that doesn't amount to much, and in between chapters the narrator tells how Zelda leads her troops to new battles, but I don't get much out of her as a character from that. She has a similar role to Link in that Ganondorf is after the Triforce that is in her possession, and in the grand finale she does some Triforce magic as a group, but otherwise doesn't stand out or do any interesting character driven actions.
Sheik's inclusion in the story feels incredibly superfluous and just there to check the box of having her as a playable character. Zelda disappears after chapter 1 and the beginning of the game is spent looking for her, even when she reappears and joins the group as Sheik in chapter 2. When her disguise is eventually busted, the whole thing is brushed aside in like one sentence of how she had to hide her identity from her enemies for... some reason. This is definitely a "don't think too hard about it" situation and it's better if you just roll with it and accept that since this is a multiverse crossover game, they just need to come up with ways to bring the characters from different games together and it's just easier to get done with it as fast as possible. Though the Sheik reveal wasn't as fast as possible and we spent several chapters looking for Zelda, which I think was a waste of the player's time, since this was clearly marketed to existing Zelda fans so many probably were already familiar with the Sheik thing. Story-wise the most we get out of Zelda's disappearance is some character moments from Impa and enemy-disguised-as-Zelda doing villainy things for such a short time that it barely warrants a mention.
Gameplay-wise her rapier moveset is alright and one of my more commonly used characters, but does feel a little flighty. Now with the new LoZ game on the horizon there has been talk of if it's problematic if Zelda doesn't get to have a sword, or is it problematic to think that a girl can't be a hero if she doesn't use one, and this game's solution of giving her a dainty rapier with pink decorations is somewhat of a compromise. Her alt weapons, the baton and dominion rod, are more traditionally princessy options though I don't use them much since they feel a bit slow or hard to control. And Sheik of course has an agility-based moveset and is therefore highly useful in the "don't get hit" missions.
Relationships
Zelda and Link's potential romantic relationship is at the core of this game's plot, but the whole thing falls flat when it's not developed at all. The story is about a sorceress who split in half, and both halves (the villain Cia and the new ally Lana) are in love with Link, and struggle with the fact that he is "soul bound" to Zelda. So a love triangle (or square) story then huh? Except there is practically nothing between Zelda and Link so Cia and Lana's drama feels so out of proportion.
Zelda and Link don't know each other before the story starts and only see each other for the first time when Zelda inspects her troops' training session from afar. Then she disappears before they get any development, and Link has nothing to do with Sheik either. But even once Zelda is back as herself, they just don't share any meaningful scenes together. Link doesn't talk, but it doesn't make much difference since Zelda doesn't have anything interesting or personal to say to him anyway, they don't show interest in each other beyond rudimentary plot stuff, and there aren't even any basic "they are staring intently at each other" moments after the first one in the training grounds when they hadn't even met yet. Zelda isn't even the one to give Link his green tunic, nor does she take any part in the one character moment Link has when he lets the power of the Master Sword go to his head and needs to be bailed out.
The only actual character moment between them that I can think of is when Zelda compliments Link on his courage and says she believes in him, which is absolutely not enough when the possibility of them becoming a couple is the main driver of the plot (or I mean Ganondorf is ultimately behind everything doing his usual business and he doesn't care, but Cia is the unique villain of this game). The scene where Lana admits defeat and bows out of the competition for Link's love is so nothing because neither Zelda and Link are aware at all that they're even players in this. Like go talk to him girl, he is clearly available!
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In the final scene of the main story Link places the Master Sword to its pedestal to seal the remaining darkness, and Zelda joins him to help push it to the ground. Which also doesn't feel like a "we made it to this point together!" moment due to the lack of development, but their fingers do touch during it so if you're desperate enough, that's a sort of hand holding moment.
Despite being a rival in this supposed love triangle, Lana and Zelda don't have any character moments together. Thus Impa as the devoted body guard is the only other relationship Zelda has, and even that doesn't have much else to it than this description of Impa. But I'd say you're still better off shipping Zelda with her, because they do know and trust each other already in the beginning, and at least one of them is passionate about the relationship. And Impa and Sheik have some sparking chemistry when Impa tries to figure out what Sheik's deal is.
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Okay so. I've been sitting on my full first impressions of the game until after the gameplay reveal, cos I know shit can get twisted in marketing.
I was NOT a fan of the trailer. The vibe was off; I cringed a lot; it gave a off very bog-standard hero team saves the day kind of vibe which I inherently dislike because it seems like Dragon Age has just given up on giving you the freedom to be a bastard, or any kind of character that isn't on rails to be everyone's favourite boy. It also failed to bring any dark fantasy to the table. BUT I know from experience, namely the DA2 trailer (not the CGI one. the other one), that marketing is intent on making Dragon Age look like the goofiest shit possible to appeal to the dregs of society (normies). I watched it. Hated it. Moved on to life stuff.
Now with the gameplay reveal out of the way, I have some more solid takes on everything we now know about the game overall.
Things I liked:
The companions all look pretty cool; I've been excited for Devrin for years now, and seeing that he's a Dalish Elf as well as a Warden is quite exciting to see; everyone else are also not only well designed but don't feel like rehashes of our previous companions (apart from Harding)
The return of multiple weapon sets. Thank fucking god. This may even make archer a viable build again. Also I noted that you only have a set number of arrows which the UI tracks, which I'm a huge fan of
The look and style of Minrathous. I like that Bioware is showing their hard work in coming up with a unique area based entirely around magic-tech and I think the result looks great; I am really intrigued by the dark panopticon vibes and hope that becomes a major theme going forward
Different demon designs. I hope there's a bit more variation as the game progresses, but I liked little details like the Pride demons having some kind of armour aesthetic
Dialogue wheel. No notes; she's here, still the same comforting presence as ever. Praying with fingers crossed that it doesn't turn into a super bland protagonist situation like Inquisition
Choosing a faction in character creation that isn't locked to one's race; this one is a really cool idea and if origins don't come back it can be a decent alternative if the reactivity to your choice is the same as in the prologue
Things I didn't like:
Action wheel. Like. I'm a PC person, so I have no idea what the final UI will actually look like for me. But Bioware hasn't elaborated on their UI style at all and if Inquisition is anything to go by, I'm stuck with shitty console-centred UI for the whole game. I would rather just have the ability bar back, for my sanity.
The two-person companion limit. It automatically restricts people into a specific party build depending on their class and I hate that
The Mass Effect-style gameplay. Party tactics was a HUGE draw to the DA series for me, and is what got me into retro RPGs in the first place. Seeing it replaced completely to the point where we can no longer manually manage our party is a huge disappointment. I am willing to keep an open mind, just because I love Mass Effect that much, but it hurts knowing for a certainty I'm never gonna engage with Veilguard like I did with Origins or 2 as a result
The voice acting. Was this an out of date take, or did everyone sound super flat to anyone else? Especially Neve, who didn't seem to know what she was reacting to, just really wooden. It was disappointing, cos I love her voice overall. Wasn't a fan of Rook's voice but I don't plan to play a man anyway
The breaking pots method of looting. This is gonna feel like such a nitpick but I immediately pulled a face seeing that cos I could TELL some suit somewhere asked the Bioware team to "make it more like breath of the wild" and now for some reason it's not dynamic enough to just click on a crate and choose what loot to take; now Tevinters are storing exactly one (1) random health potion in decorative clay jars around the city (more likely than you think!)
The aesthetic of the veil and spirit stuff so far; it's just all a bit bright and noisy, doesn't really grab me as something fun to explore or fight (again, I'm an Origins girly so I'm biased)
Harding coming back. I know she's cool and everyone likes her and I like her too. In Inquisition. This is just a preference, but if I'm gonna start a new game as a new person I don't want to be inheriting pre-bought friends from the last protagonist ://
Things I HATE:
Why does everyone look like play-doh; it's disconcerting.
Like guys I know DA2 is having a renaissance but I don't think anyone was getting nostalgic over everyone's pudding faces.
Everything put out so far has basically crushed any hope I had for this becoming Dwarf age :/ No new dwarf characters, no mention of Kal-Sharok, Harding being the only dwarf companion basically confirms that dwarves will be unromanceable AGAIN. not a fan
TLDR: This is still definitely not a day-one buy for me. The series has just strayed completely from the genre and format that I loved about the previous games into a full action RPG derivative of games from four years ago. Without the focus on party tactics and the low-tech, dark and gritty worldbuilding from the first two games it just fails to excite me. It looks too much like other games for me to really register it as a Dragon Age game.
I love the story and the world of Dragon Age though, so I do still intend to buy it when it goes on sale, but this is definitely a "wait and see the reviews" situation for me, which is a first when it comes to this series :/
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truthseekerthedragon · 3 months
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Thoughts on SANABI
So. I want to talk about SANABI. 
For those of you wondering, SANABI is a Korean indie platformer released in November 2023. The platforming revolves around a grappling hook mechanic that you use to swing around levels. In a dystopian cyberpunk world, you play as the General(1), and you’ve been tasked with hunting down an elusive entity known only as Sanabi; it’s responsible for the disappearance of the entire population of Mago City, an independent city run by the conglomerate Mago Group. You, along with a hacker named Mari, slowly uncover the secrets around… pretty much everything, but Mago Group especially. 
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While the mechanics, visuals, animation, and OST are great, what really grabs my attention is the game’s story. The storyline is absolutely fantastic, I love it to bits, and I need to talk about it or else I’ll explode. It’s unfortunate that the game isn’t well known; one of the reasons I’m talking about it is because I want more people to know about this gem, gosh darn it! (And it'll be a nice change of pace from my other long posts, which are mostly me being angry and insecure respectively.)
First, a quick rundown of non-spoilery things. All the juicy stuff is behind the cut. 
Many Western cyberpunk stories heavily feature elements from Japan or Hong Kong (such as Japanese corporations or the aesthetic of the former Kowloon Walled City), and some of these stories have been accused of being “techno-orientalist” by promoting fears of East Asian dominance in the West. Yikes. However, SANABI utilizes what can best be described as… KOREAN CYBERPUNK! The game combines elements of traditional Korean culture with cyberpunk, which in my eyes makes for a refreshing take on the genre. The enormous neon signs are Korean, the characters wear traditional Korean clothing, and the architecture incorporates Korean elements. It’s all super great to look at. (And as someone who’s partially Korean, it brings me personal joy.)
The characterization and interactions in the game are excellent; sometimes the dialogue is strange or clunky, but I’m chalking it up to translation and localization issues and I’m not blaming the team for that. This game is heavy on cutscenes, but I didn't mind because the story is so well written; in fact, they’re almost a relief because gameplay requires a lot of concentration and cutscenes provide an opportunity to unwind. 
I’ll mostly be talking about the storyline, since that’s basically my specialty as a writer and all, but I may dip into talking about other aspects of the game, such as the visuals or music; I will also be looking at the cultural and economic context behind the game, which (if you ask me) explains a lot about Korean media in general. 
Content warnings for terrorism as well as in-depth discussions of death and grief. I will post screenshots of the game, a few of which are quite bloody (rendered in pixel art). 
One last thing. SANABI is one of those games where it’s best to go into it knowing as little about it as possible due to the nature of the story. If you have not seen or played SANABI, I highly recommend playing the game or watching a playthrough before reading this post. (If you’re looking for playthroughs, I recommend Dan Floyd/PlayFrame’s Let’s Play, which can be found here. It was actually a one-off before Dan decided to expand it to a full playthrough, and it’ll probably be complete before this post goes up, because I am very predictable.) (Edit: Yup.) I do not wish to rob anyone of that first-time experience. If you want to read this post before checking out the game, I can’t stop you, though I strongly dissuade you from doing so. 
Laaast warning! 
When you boot up the game, you’re greeted with the main menu (because of course that’s where I’d start, not by immediately jumping into the game proper or anything). The menu song, “SANABI,” utilizes a distinctive melody that we’ll hear throughout the game—a leitmotif, if you will. I will make sure to point out this little motif whenever it appears given how thematically important it is. By the way, this game’s soundtrack is excellent, so expect me to ramble about it every so often. 
Anyways, let’s start the game, shall we? The game offers four difficulty modes, the hardest of which you unlock after beating the game. The easiest difficulty makes you invincible and is for the casuals who are just here for the story, and that’s perfectly fine. Of course, my sibling saw this and immediately said, “Who would play the game with invincibility?” (They’re a Celeste speedrunner, you see. They’re 100% a hardcore gamer.)
Okay, let’s start the game for real. 
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The game starts with a girl telling her father, among other things, that “Getting all the way to the end is not important!” This phrase is a motif throughout this game (aka Arc Words), so remember it. 
The General wakes with a start, so apparently what we just saw was a dream/vision. When he checks on his daughter, she runs over and hugs him and it's the most adorable thing ever. 
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The animation and designs do a lot to convey character in this game. The General's outfit is black and red and the brim of his hat always cover his eyes, which gives him that mysterious badass look. (By the way, that hat is called a jeonrip and was historically worn by Korean military officers, so this outfit should immediately tell its Korean audience, as well as anyone who watches enough historical K-dramas, what this guy’s job is.) He walks, and runs, using a steady, professional gait. His daughter, in contrast, is dressed in a bright yellow and red hanbok. She bounces up and down, practically radiating energy, and she has sparkles coming off her. It's all very cute. 
Strangely, the game offers dialogue choices in this prologue. We don't see this anywhere else in the game except for one scene far later, which I’ll get to when we get there. This is probably a relic of an earlier iteration of the game that had dialogue choices, but I'm glad they scrapped it. It suits this game better. 
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The daughter wants to play with a box of “fun objects,” so she and dad head into their small, remote shack.(3) The interior is based off that of traditional Korean homes, or hanoks; feel free to compare to this image. The furniture has a distinctly Korean feel, down to the blankets stacked against the wall and the black lacquer closet decorated with designs of birds and mountains. I also spot lots of vases and what looks like calligraphy on the wall, as well as several medals and certificates. 
The daughter rifles through the fun objects, aka her father’s military stuff, and says she wants to play soldiers with him. “Can I be the general? Can I?? I want to be the general!!” she cries, jumping up and down like she doesn’t have a care in the world. Her father immediately obliges, even letting her borrow his general’s Steel Tiger medal. 
Our General has been tasked with rescuing Agent Raspberry from “the hill in the back,” which is filled with dinosaurs and lava; he’s the only one who can do it because he’s an “inbincible elite soldier.” Of course, there's no actual lava, and the General even points this out, but he’s a good dad, so he sets up a red visual overlay over the grassless areas. Might as well be the real thing. 
This starts a fun tutorial that teaches basic gameplay, including how to use the Chain Arm, the grappling hook mechanic. I’ll skip over this part for the sake of time, but it's very cute. (You can pet a cat named Agent Meow, and if you don’t touch the “lava” while he’s watching, he applauds you—wait I said I’d skip over this part shoot—)
The General successfully “rescues” the raspberries and brings them back to his daughter. She’s asleep, but she’s drawn something for her dad. 
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To her we are the “invincible soldier.” Which is pretty sweet! 
Our kid wakes up later and pulls out a walkie-talkie, which she had gotten earlier from the box of fun objects/military gizmos, but she's only brought one, whoops! So she gives the walkie-talkie to her dad and heads to the house to grab a second one. 
The radio crackles to life, and the daughter says there’s a large clock in the house. That’s a bit strange. There's something written on it, and she reads it aloud. 
“Sa… nabi. What's a Sanabi?”
The game starts off slowly, which is probably a large turn-off for people who want to cut straight to gameplay. This intro follows in the vein of Korean revenge films, where there’s often an introductory scene showing the protagonist going about their usual life with loving family members that the plot will take away from them, starting their revenge spree. I’ll discuss Korean revenge thrillers later on.
The General abruptly stands up, radio in hand. 
“Love, listen to daddy. Get out of the house right now. RIGHT NOW.” 
But she can’t hear him over the radio. He runs towards the house, only to be thrown back by an explosion—cut to black.
When consciousness returns, the world has faded to gray, and the only thing that can be heard is a distant ringing. The General slowly gets up, and a QTE prompts you to get him to slowly move towards the house. (More on QTEs later.) Turns out the house is completely destroyed, and the General falls to his knees. 
Aaand smash cut to title! Welcome to the game. 
I love the abrupt tone shift here. I'm willing to bet a lot of you were jaded enough to expect something to happen to the daughter eventually, but still! Darn. This shift reflects the General's outlook on the whole ordeal—he had a great life, with a great daughter, until all that was snatched away from him. Yikes. 
17 days later, we’re in an extravagant office in a highrise building; most of the screen is dark, obscuring our view, and we can only see two robots standing next to a window. (This game plays with perspective in this way a lot, as you’ll see.) One of the robots, a bodyguard named Cheol(4), approaches someone we can’t see with the intent to kill him—only for a metal claw to attack from the darkness and completely wreck the guy. We all know who it is. 
The other robot, who appears to be the boss of some kind of weapons company, panics and says they have information on Sanabi, but as it turns out, the General has already tracked those leads and found nothing. When the boss makes the mistake of asking what he wants, he grabs the boss and suspends them over a broken window; the boss offers all their money as compensation for whatever the General lost, and he responds by dropping them out a window. 
When you take him to the door leading out of the office, he opens it, revealing a corridor lit by a flickering emergency light. The walls and pillars are covered in enormous rake marks, the paintings are askew, and the body parts of robots litter the ground. There’s a red haze in the air. 
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I love the environmental storytelling here. It’s efficient, for lack of a better word—with one glance you can infer what happened here. It’s a powerful mood-setter, too. 
Now this right here is in line with Korea’s revenge thriller films, one of the country’s main exports besides rom-coms about shy teens and K-pop. This genre is native to our favorite peninsula, featuring brutal levels of violence, villains who are usually rich people, and an inept police force. Emotional catharsis not guaranteed! 
I did a lot of reading to trace the roots of this trend, and over and over I came across the term han, a Korean concept that’s difficult to translate to English but can be described as a sort of grief or unresolved anger at societal injustices. The feeling can be traced back to Japan’s colonization of Korea and has been refined, if you will, by the Korean people being divided by the 38th parallel and the South subsequently being ruled by a string of dictators. So basically, the Korean fixation on revenge films comes from an innate anger at the unfairness of the world and the desire to lash out. Fun! 
If you want more information about the historical context behind Korean revenge films, click here. And for more information about Korea’s long, often troubled history, click here or go to footnote #8 for the extra-long version. 
Now I know what some of you are thinking. “Truthseeker/Thunder, you spent several months writing an essay about a boring game with a fridging that’s setting up a clichéd revenge plot? I’m so disappointed in you.” And to that I say, “Listen, this is one of the best games I’ve ever seen or played and I do not say that lightly. Just trust me on this, alright?” And those of you who are reading this and know what’s up are nodding knowingly or something. I dunno.
Anyways, back to the game. The General takes the elevator, telling the operator to take him to the first floor; the understandably terrified operator obliges. As the elevator slides down, it passes by rows and rows of similarly devastated hallways. To put it in Dan Floyd’s words, “We’ve been busy.”(5)
There’s a servant on the first floor who aims a gun at the General, but loses his nerve and runs for it. When you enter the lobby, the servant appears again. A thin laser appears that goes through both your bodies, and the servant is confused, but not for long. The laser fires, vaporizing half the poor guy’s body. You survive, though, presumably because the servant took the brunt of the blast. 
An extravagantly dressed guy saunters into the lobby. This is Kang Seon(6)(7), and he has a gun for a head. This game utilizes rule of cool a lot, but never in a way that breaks immersion, at least for me. It’s one of the things I love about it. 
Kang Seon kicks the servant-bot’s corpse and complains about, if I were to guess, him not opening the entrance. The characterization in this game is excellent, by the way, even for minor characters like this. 
When the General attacks him, Kang Seon is impressed, excited to fight “someone who’s got chops.” It’s time to put your skills to the test. 
My sibling (who’s played a bit of the game as of my writing this) felt the need to say that the timing of Kang Seon’s laser attacks was “extremely generous,” by the way. Don’t have much to add to that; this guy is the first boss you encounter in the game. 
Once you defeat Kang Seon, he threatens to blow you up along with him, but a cannon blast from outside kills him. Leaving the lobby reveals a military helicopter parked outside. An officer is waiting for you—Colonel Baek. 
At first the General isn’t interested in what he has to say, but Baek tells him, “Sanabi reappeared.” This intrigues our murderous, rage-filled, inbincible elite soldier and he gets into the helicopter. The boss slowly gets up from the pavement and tells Baek to shoot his comrade, but Baek shoots them instead. 
Before I forget, I should probably mention the architectural style of the game—the classic cyberpunk look we all know and love mixed with traditional Korean architectural elements such as tiled roofs, dancheong, and a distinctive bracket structure. Those brackets painted with colorful patterns can be seen within the military HQ. 
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The General gets a mission briefing. Apparently Sanabi has resurfaced in Mago City, a city owned by a company known as Mago Group. The base wants to assign him a specific mission because he’s apparently the only one who’s ever met Sanabi in person.
Mago Group is a megacorporation reminiscent of chaebols, a Korean term used to describe enormous companies run by a person or family (Samsung Group is the largest of these). In South Korea, chaebols dominate politics and the economy and have enormous influence over the country. They’re essentially monopolies with close ties to the government and are comparable to Japan’s keiretsu.(8) 
If you’re familiar with Korean media in pretty much any capacity, you’re probably aware that rich people, companies, or both often appear in an antagonistic capacity in such media. SANABI is no exception. Mago Group has some connection to Sanabi, but it’s not clear what exactly that connection is. At least not yet. 
Another nifty fact: Mago Group is named after Mago, a creator goddess from Korean folklore. Is this a thematically appropriate name? We’ll see. Heck, I’d even argue that Mago Group’s logo—a triangle overlapping with a circle, resembling a mountain silhouetted against the sun—is also thematically relevant. Everyone jump on the overthinking train! Our destination is, um, I dunno. I hadn’t thought this far ahead. Aaaugh. I’m gonna curl up in the corner now. 
The General agrees to start the mission, but only if he orders something called Operation Zero, which seems to be a big deal. He also plugs in a chip, which causes something called “S.O.S” to appear on the HUD. 
Our General also wants to do some limb maintenance, and Baek directs him to the supply area. There we meet Major Song. Compared to the soldiers who stiffly salute the General, Song is a lot more laid back, slouching off the ledge she’s on to give a casual-looking salute. She’s much more relaxed but still respectful around our inbincible soldier than the other guys. This is because, as we will soon see, Song is utterly fearless and someone who is not to be messed with. 
Song says the parts for the chain arm can’t be found on the base, since it’s pretty out of date, and she recommends her superior check the black market for parts. We also head into Training Ground #17, where we have our tutorial the second. 
This tutorial is more comprehensive than the first one where we were dodging the “lava,” introducing how to fight enemies, dash after taking damage, etc. Unfortunately it’s also more boring because there’s no fake lava we have to avoid for our daughter. This seems to be some kind of design limitation that comes from having to introduce the player to concepts like fighting enemies that realistically won’t come up when roleplaying with our daughter, but it’s still not ideal. 
We also have a training test at the end of the tutorial to evaluate how fast the player can navigate the course. If you beat it in under 26 seconds (the General’s old record), which is quite tricky, you get an achievement! The fastest I’ve seen it completed utilizes speedrunner methods. 
After that, we return to Major Song, who’s heard about the whole Operation Zero thing and is skeptical. We don’t hear what exactly Operation Zero is, only that it’s presumably something that’ll deal with Sanabi. For that matter, we don’t know what Sanabi is either, only that it blew up our kid. Whatever Operation Zero is, it’s clear the General isn’t planning on coming back alive. 
Song tells the General to leave behind what he wants to leave, and he pulls out a piece of paper. We saw him with the same paper earlier when he was issuing Operation Zero. Song picks it up and reads aloud, “Invincible.. the elite soldier…”
The General heads to his quarters and pulls out his Steel Tiger medal, which looks a bit scuffed. We flashback to a time when the Steel Tiger was pristine, where the General is explaining to his daughter that it’s a medal given to generals. The daughter hugs him and calls him the coolest in the world. We return to him in the base where he’s crying stoically, which is incredibly sad(9). Don’t pull on my heartstrings like that :(
Next up is the briefing. We’re now in a helicopter in Mago City airspace, and a hologram of Colonel Baek tells us something highly confidential: after a network blackout in the city, every citizen in the city vanished into thin air. It’s almost certainly Sanabi’s doing. We’re given the task of retrieving Mari, a member of an investigation team who’s sent a distress signal and reported she found information. 
An artillery blast hits the helicopter, and the General prepares to jump out of it, but it crashes. We see the same scene from the very beginning of the game, complete with our daughter telling us again that getting to the end isn’t important. However, the memory—if it can be called that—seems a little off. The HUD seems a bit different, for one. And at one point our daughter, instead of giving normal dialogue, starts talking in censored boxes. That’s not how language works, kid! 
Oh, and our S.O.S doesn’t work. Yippee. 
We are a short distance outside Mago City’s gates. This is where the prologue ends and the game proper starts. It was a long journey, but we’re finally here, people! There are five more chapters to go. I have to analyze all of it. Lemme just add weirdly titled headers for my personal convenience. 
Chapter 1: Program
And off we go! 
Well, you probably know how platformers work. I don’t think I need to explain how you, as the Brigadier General, have to swing around and avoid stuff that will kill you such as the volt potholes (the red bits of floor). I do want to say, though, it is satisfying as heck (evidence: every time I cheer loudly after defeating a tricky boss or navigating a difficult area). 
Once you reach the first gate, you encounter a speaker that says it’s best to evacuate the city. Huh. What is with this place, anyway? What happened to everyone? These are questions we will slowly unravel throughout the game. 
Inside the first gate, we encounter turrets and robots. Mago City is suspiciously well armed, as we will soon find out. Yes, megacorporations having private armies are a genre staple, but seriously, why is there so much security? Yet another question to throw onto the pile. 
Right after the General enters Mago City proper, we see a floating orange drone tailing him. This little guy’s name, we later learn, is Mufin. Not Muffin, Mufin with one F. I decided to investigate the original Korean, and its name is “머핀” (pronounced “meopin”), lit. “muffin.” So if this guy’s name is Muffin, why is its English name spelled with just one F? Who knows, it’s probably a small mistake. Trust me to get hooked up on a tiny detail like this. Moving on! 
We can see Mufin make appearances here and there as we platform. Weirdly, I never catch these appearances while watching a playthrough, but while playing the game itself I was constantly like, “I see you there!” Does playing a video game make you hyper-aware of your surroundings or something? Probably. Definitely. 
After a while the General decides to hide in an alley as Mufin passes by, then grabs it. Turns out Mufin is Mari’s drone, and it gives the General her coordinates. Off we go, then. 
Some platforming/robot-destroying later, we find Mari hiding under a sack. 
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Quick note on Mari’s design: her clothes are blue and yellow. The daughter wore red and yellow clothing. Read into the color symbolism as much, or as little, as you’d like. For my part, I couldn’t tell you how much “Mari wears blue, which represents hope and the future in Korean culture” was an intentional design choice on the devs’ part; for all I know, they made her clothes blue because they liked the color. How much am I overthinking things? You be the judge! 
Mari is terrified. At first she asks who’s there (the Brigadier General), then asks if we’re human (yes). The General tells her he was sent to protect her, but Mari has serious doubts on the capability of one person. After all, what can one person possibly do?
The General informs her that he’s killed all the murder bots(10), but this makes Mari freak out even more. Turns out there’s something beneath the floor of the city. Something very large and very hungry. 
It’s a giant metal worm. 
It erupts out of the ground, leaving behind a volt pothole where it chewed through the floor. Mari immediately hops onto Mufin, flies off, then returns to the General and shouts, “Why are you just standing there?!! Run!!” You should heed her advice, because the worm is now chasing after you. 
After a narrow escape from the metal worm of death, our characters get a chance to relax. As it turns out, the network blackout we heard about earlier actually meant the city’s data has been wiped. Mari doesn’t actually know anything; she only said she had information because no one would’ve come otherwise. 
I’ll add something real quick here. Throughout the game, Mari refers to the General as “mister.” A bit odd and overly formal for an English speaker, but we’ll have to turn to the game’s native language for the full picture. In the original Korean, Mari uses the term “아저씨,” romanized as ajeossi, to address the General. This term is used to politely address a man older than the speaker. If you’re wondering why I’m bringing this up, besides for a fun piece of trivia, it’s because I’m gonna bring it up later along with a longer explanation. You’ll see why when it comes up again. 
So what’s the plan now that we have zero information to go off of? Luckily, Mari has a plan that involves… fishing? 
We’re then shown a presentation of sorts that feature Mari drawing out pictures as she explains the plan. These are absolutely fantastic, not just because of the music that plays during these scenes (appropriately called “Mari’s Theme,” which also includes the SANABI leitmotif) but also because stopping to make drawings while explaining the plan is such a Mari thing to do. 
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Right, the characterization! Still love it. Mari is very talkative and energetic, especially in contrast to the quiet, no-nonsense General. In writer speak, placing contrasting characters next to each other like this is known as foiling. It’s a good technique is what I’m saying. I love my foils. 
Anyways, Mari’s plan is to pull the Writ of Execution (the crusher’s official name) out of the ground using a crane hook, although the power source has to be disabled first. Unfortuntately, the worm’s power source is located in its mouth. When the General hears this, he immediately turns around and leaves, which I find hilarious. 
Luckily, Mari has a plan for that also. How does she come up with these so quickly? Her plan is to hack(11) Mago City’s internal network and overload the crusher when it connects to the network for maintenance. 
Fun fact, each time after Mari draws out a plan you can actually see the drawings on a nearby wall where she drew them. I love small details like that, and the game is full of them. 
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There’s a network hub nearby, so we have to get there to hack the worm. Oh, and Mari’s gonna follow you around by riding Mufin, which is very cute. 
Our grand cast of two characters (I am not counting Mufin, sorry folks) reach the station. Mari tries to engage in small talk, asking the General what he does and why he has a claw arm, but he isn’t gonna say anything. Mari then tells him that she did unsavory hacking work, got caught, and is now working for the government. Interestingly, when the General tells her to live a normal life after all this is over, Mari responds with, “Well.. that’s not really something I can control. But, well… Okay. I could give it a shot…” 
In response, the General gives her a card and tells her to look for Colonel Baek once they get out of the city. He says Baek will be able to give her a fresh start. Interesting move, considering the two haven’t known each other for long. 
It turns out there’s some interference preventing Mari from hacking the crusher; we have to shut down three transponders. Mari offers to split the work, but the General immediately says no; he’s gonna shut off the transponders by himself. Mari is annoyed, pointing out she’s not five, and when the General is insistent she says she can handle herself, adding, “It’s not like I’m your daughter or anything!”
Ohh. I see. Let’s see where this goes, shall we? 
While we’re off to shut down the transponders, Mari talks to the General via comm. She sends him the transponders’ coordinates and snarkily tells him he’s welcome, and he tells her to cut the chatter. You see what I mean with the characterization? I can’t stop talking about it. Help. 
Interestingly enough, there are a couple lines here where Mari mentions that the slums lack any sort of housing. This seems to be a reference to an earlier version of the game where the plot was a bit different. A lot of things about SANABI changed during development; for instance, the game was originally supposed to be a metroidvania—you could choose different chain arm upgrades through the black market and explore a non-linear map—but the devs had to scale back their ambitions because they realized a metroidvania was well beyond their scope. (Here are the sources in Korean if you want a look.)
After destroying the second transponder, Mari realizes we’re smashing them instead of, you know, just turning them off. (I mean, when all you have is a hammer, or in this case a giant robot claw…) And the General’s like, “You talk too much. Tone it down. I can’t focus.”
Shortly after this, when a large steel door shuts in front of us, Mari takes the opportunity to say, “You’re like, dry AF you know that?” and starts complaining about how he never lets her do anything, and he responds to this by blocking her on the comm. I love this game. 
After we destroy all three transponders, we return to the station, but Mari is missing. Turns out she left to investigate something, but the General didn’t hear because… you know. 
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Mari takes him to a ledge overlooking the crusher’s maintenance center, because it looks less like a maintenance center and more like an enormous hole in the ground where garbage is disposed of (aka dumped). Oh, and apparently this spot is the cargo drones’ default dump point, too, so pretty much everything was being dumped here. The General wonders if this is part of the terrorist plans, and Mari responds with, “Terrorism..? What terrorism?.. Oh, never mind. This was found from within Mago Corporation.” Mari points out how strange this is, but the General doesn’t care. He’s more preoccupied with the, you know, three million missing citizens and Sanabi. 
A light appears in the distance, which turns out to be a missile, and the General pushes Mari out of harm’s way before he gets exploded off the ledge. Ouch. 
Don’t worry, he’s still alive, just falling into the giant pit that’s also the Writ of Execution’s maintenance center. Mari manages to grab him mid-fall, but Mufin’s not strong enough to pull them back up, so the General tells her to follow through with the fishing plan; he’ll figure out a way to weaken the crusher. He also tells her to stay discrete, since whoever fired the missile is targeting them. 
We land in the bottom of the pit with nothing but a giant murderous worm for company. Yup, it’s boss fight time. Luckily for you, you can defeat the crusher by attacking the power source in its mouth that it sticks out when it tries to eat you. The game doesn’t really explain why the worm exposes its weak point like this other than for gameplay purposes, unfortunately. (My headcanon is that it does this to prevent the power source from overheating, heh.)
Mari helps out by sending down explosives (or, as she calls it, a “wombo combo happy meal”), and once it’s weakened enough she sends down the crane hook. When the crusher refuses to be pulled out, Mari tells the General to grab the hook so she can pull him out. And he does so, but with the plan to whack the worm real hard using a few QTEs. People often complain about bad QTEs, but I really like how they’re implemented in SANABI—they appear during dramatic moments when the character is expected to exert a lot of effort, such as during boss fights like this one. The animation during the boss fight QTEs helps a lot, too. 
The Writ of Execution has been defeated, and its upper body is hoisted out of the ground using the crane. Mari opens it up and doesn’t find a black box, but something better: a Golden Key, which is basically the city’s equivalent of admin privileges. She calls up a lift and we get in. 
If you’re wondering what’s next, it’s a flashback with our daughter. Dad is posed heroically while wearing a paper hat, and it looks like his daughter is drawing him. Aww. She even says she’s drawing the happiest moment of her life, because every day she’s with her dad is the happiest she has—then we get an abrupt cut to Mari shouting in the General’s face. Looks like he was lost in thought for a second there. It’s a jarring moment and I love it.
The two are in a giant underground chamber close to the Mago Construction exec’s office. This chamber also houses a lot of crushers. What, you thought there was just one? Nope! Seriously, what are all these worms even for? 
As our characters ride the elevator up to the exec’s office, they have a little chat. The General wants to know why Mari’s accompanying him on this dangerous mission, especially when she already has her out. She says it’s because she’s worried about him, but the General can tell she’s not telling the truth. Mari also adds that she thinks he’s obsessing over something. 
Oh hey look, the office has a giant portrait of Mago Construction’s CEO. 
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“Na E-lon,” huh? You know, this guy looks kinda similar to—oh my glod.(12)
Within the office proper, we find a magnificent view of Mago City and an interface. Mari accesses the interface using the Golden Key and opens a classified channel, but there’s no information there either. The VIP hotline is partially corrupted, but Mari manages to catch the word “Sanabi.” 
The General grabs her in response and warns her about how dangerous Sanabi is, but Mari doesn’t seem to get what the deal is. Then the interface announces the activation of something called the penultimate solution protocol: “As per the manual, all VIPs are required to delete all of their personal data.. and then terminate their own lives. Have a great day.”
Mari checks the log. Apparently the protocol is activated when the city’s security can no longer be maintained; all data is to be deleted and the city’s nuclear fission plant is to commence meltdown. We are now on a time schedule, even though the uranium fuel in reactors can’t explode like a nuclear bomb can. 
As the two are leaving the office, Mari insists on continuing the mission with the General, even throwing away the calling card that will wipe her slate clean. She tells him, “I just have a feeling. This will be my last chance. Give me this chance, please.” And when the General inevitably says no, Mari starts addressing Sanabi directly (and loudly), saying she knows they’re hiding on the topmost floor of the city. He grabs her again, but as Mari puts it, “You know, I actually managed to read everything back there. Now I’m also a dead man, or gal, aren’t I?”
Chapter 2: Manufacture
We enter the city’s evacuation tunnels. Since Sanabi is somewhere in the top floors of the city, we’re gonna find a vertical train and ride it all the way to the upper levels. Since Mari still wants to stick around with the General, he decides to give her one chance to prove herself. He also has one condition: Mari has to follow his instructions, even though she points out a little freedom might produce better results.(13)
This chapter also introduces large red zones that cover areas of the map. When we encounter one in our way, Mari insists that they’re harmless and even demonstrates by sticking her hand in, but when the General tries to run into them, this activates an interception system (read: giant laser). Apparently interception’s triggered by a high electrical output, but to quote Mari, “You would need to have a really high output to trigger it.. Like reeealy high..”
Apparently our giant mechanical arm prevents us from traveling through what I can only assume are anti-robot defenses, but luckily we can mask our electrical signal if we travel through these red zones using supply convoys, basically giant hooks on rails. Yippee for platforming! Now where was I? Right, the plot. 
After spending some time traveling through the evacuation tunnels, we find ourselves in Mago Business District. If you were wondering which part of the game exudes the strongest Blade Runner feel, it’s here. Towering skyscrapers, enormous neon signs, everything—although there are still plenty of Korean architectural influences, such as in the designs of the archways. 
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There’s a black market nearby, and the General heads there to get new parts while Mari gushes over limited-edition merchandise.(14) The General notices an advertisement for memory manipulation and is thrown into another flashback, where we’re introduced to the hookshot mechanic. Oh, and our daughter gives us a birthday cake. 
When the flashback ends Mari is quoting lines from a fictional anime at us while wielding a “Neo-Data Blade,” a piece of merchandise that’s also a real hacking tool. This game is amazing. 
Oh, remember the memory manipulation that was mentioned moments ago? Turns out that’s a thing! Mari even says she messed around with it when she was younger, but adds it’s obvious whenever a memory is false. Feel free to pull out the tinfoil hats, because introducing the idea of false memories immediately shakes things up. Have fun theorizing! The people watching PlayFrame’s playthrough certainly did.(15) 
While platforming through the business district, we encounter Mago City’s worker bots, which have all been destroyed for some reason. Turns out these robots are being destroyed by the city’s security robots, who seem intent on making sure these workers are completely destroyed. Is there a reason for this extreme prejudice? Who knows. 
During our adventures through capitalism land(16), we eventually encounter a mech suit piloted by a girl. This is Justice, a famous elusive, wandering hero of the people. Mari immediately rushes in to snap a selfie with Justice, but the General is more suspicious. 
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Unlike the other characters, Justice’s design evokes Japanese aesthetics. She has a hime cut (which you can see better in this image(17)), and she’s meant to invoke the image of the lone wandering samurai/the modern conception of ronin. The thing is, due to historical reasons that are beyond the scope of this essay and continue to influence culture and society up to this very day, Japan is viewed extremely negatively by Koreans. It’s more of a hatred for the country than any individual or cultural export like anime, uber-nationalistic Koreans aside. I have to wonder if Justice’s design is meant to deliberately invoke a level of distrust in the player as a clue-in that Justice may not necessarily be a good person. (You know how Cold War-era media often feature Russians or Germans in an antagonistic capacity? It’s similar to that. The Korean horror film The Wailing, for instance, features supernatural events that seem to revolve around a mysterious Japanese man.) Again, this is beyond the scope of this essay, so I won’t talk about it much. 
Well, either that or I’m overthinking all this and the devs designed Justice this way because it was cool and/or to tie the design into Mari’s love of anime.
Back to discussion of the fun video game! Justice tells us, “I’m watching,” then vanishes into thin air. Mari explains that Justice is a famous wandering hero, but the General already knows who she is. The problem is, why is Justice in a city where everyone vanished into thin air? He also adds that Justice has a class-3 camouflage unit, which is the kind used by the military; a civilian shouldn’t have that kind of thing. 
We come across another giant portrait, this time the one of Mago Products’ CEO, Choi Gyeon. She’s not a famous person reference, unfortunately. There are also some security force-owned mech suits present, and it looks like Mufin wants one, but it ain’t getting it. At least for now. 
Remember how we were looking for a vertical train? Well, we’ve reached the subway and we’ve found them. They’re not moving, and Mari heads out to reactivate them, but the shutter doors close and security bots with rocket grenades and shields appear. It was a trap all along! 
After defeating the robots along with a rocket grenade that we hack using the Neo-Data Blade from earlier, a police mech grabs the General. It looks like the end, but Mufin in the mech suit from earlier busts through the door, followed by Mari. Mecha-Mufin powers up a laser beam, but the police mech whacks it with a baton before it can finish. The rainbow shades fall off Mari’s wide-eyed face before she shouts, “Hey!!! You’re not supposed to attack during a powerup sequence!!!” (I love this game—) The General then destroys the mech, says he’s fine, and immediately falls over. 
We’re back in the formless void with our daughter (what is going on here? Is this a subconscious flashback or something?) while a haunting melody plays. Mari’s playing the harmonica. 
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According to Mari, the trains aren’t functional, and the General says they were never designed to be used.(18) 
A beat passes. The General says, “Mari. You almost died back there.” Cue the emotional music (the leitmotif appears here too!), because it is deep discussion time. You even get an achievement after this scene! 
The General asks why Mari’s doing all this despite the risk. It’s clear he wants her to be honest this time. In response, she pulls out the harmonica she was playing earlier. “Can you play it for me?” she asks. She’s being serious—what’s the deal with the harmonica, anyway?—but the General doesn’t know how to play it. 
He also tells Mari he’s not planning to leave the city alive. Sanabi took everything from him, and he has no reason to live besides getting revenge. After a pause, Mari says, “Me too.” She reveals her father was killed by Mago Group and she’s here to find out why, adding that she’s already decided on this and doesn’t want to hear any “you’re too young to die” comments. 
A pause. Then she says, “Hey now! Sheesh! What a downer! I wasn’t gonna say anything because I knew it’d end up like this.” Holy mother of mood whiplash. Hey, does anyone else think Mari’s only pretending to be silly and that we just got a glimpse of what she’s really like back there? 
After getting that off our chests, it’s time for another of Mari’s plans! Our goal is still to reach the top levels, so her plan is to grab a flying car from a nearby warehouse and fly it to the top. What a flawless plan! Mari can’t drive, but that isn’t important. She has plenty of experience playing racing games, after all. 
Our merry duo reach the warehouse, but all the cars have been destroyed. Turns out this is Justice’s work, and the General tells Mari to leave the warehouse. “I’m watching,” Justice says, and it’s time for another boss fight! Great jams, too. 
During the fight, it turns out that there are multiple copies of Justice that decloak and attack you; apparently Justice can duplicate herself at will. When you destroy them, their mech suit bodies pile up on the floor, which is a very nice detail. Really solidifies how many you’re fighting. 
At the end of the fight, the General asks Justice why she’s working so hard. In response, she says, “Watching.. And watching.. And watching.. And watching…” Something’s clearly wrong. Do I even need to explain that something’s wrong? Am I being an annoying rambler right now? Moving on! 
“I hope you won’t hate me for this,” the General says, and with the help of a couple QTEs from the player he whacks the mech hard enough to send it crashing through the warehouse door. 
Once we leave the warehouse, Mari is very concerned about the Justice mech we just hit. She asks the General if he killed Justice, and he says, “Kill? Was she even alive?”
Our samurai-hunting soldier demonstrates Justice’s cloning feature, even opening their cockpits to reveal that each mech contains a Justice duplicate. (I dare you to find an essay that uses the word “justice” more than this one.)
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Justice is a program, something that used to be human whose personality has been digitized and copied to be used by Mago Group. Not only is this highly illegal—who knows how the Royal Court(19) will punish this—but is also just a “congratulations, you are absolutely terrible” move on Mago Group’s part. It’s even explicitly stated that there was an original Justice who wasn’t like this, but Mago Group took this Justice, then digitized and copied her and made her a corporate lapdog. Kind of like how companies will take a people’s movement and alter it to suit their own ends without realizing why the original worked in the first place. You know, like the corporation-fabricated Saw Patrol trying to ride the coattails of Barbenheimer. 
After that unsettling revelation, Mari checks the warehouse for any operational flying cars. But since all of them have been destroyed, there’s only one way to reach the top of the city now. And that’s through the enormous Mago Electronics factory. 
Chapter 3: Installation
Good luck on this chapter. So here’s the thing: certain sections in this level require a high degree of precision timing. Trust me, you’ll need that luck—wait, you’re telling me that the devs altered some levels to be easier after there was a lot of discourse around the factory being too hard? Alrighty, then. Well, uh, keep the luck, I guess. 
The factory is in an emergency lockdown mode. Nice. Oh, and Mari says she’s heard all kinds of ghost stories about this factory. Clear nonsense, right? The plan is to undo the lockdown in the control room, then take an elevator to the top of the factory. 
Mari still looks worried, so the General says, “No matter what happens, I’ll…” and SURPRISE FLASHBACK TIME! Yes, it’s time for another one of these! This time we’re in a dinosaur costume, because yes,(20) while our kid is cosplaying as Justice. It’s all very cute until the daughter runs towards the house and it blows up. Oookay, then. The General snaps out of the memory zone and, after Mari asks him why he stopped talking, completes his sentence: “..get you to the top level.” It seems that he intended to say “I’ll protect you,” based on what the daughter says in the flashback, but then he got distracted. Whoops. 
Now after all these flashbacks, I'm sure you all have a burning question in the forefront of your mind, one of the biggest mysteries of the game: WHERE THE HECK IS THE KID’S MOM? 
Our dynamic duo (how many nicknames can I come up with on the spot, I wonder?) make our way through the factory, which is absolutely enormous. There’s also a large machine called the Overseer that manages everything, but it’s pretty far away. At least for now. Once we reach the control room, our characters start talking about Mago Group and how it seems to be trying to destroy Mago City in its entirety; every aspect of the city’s destruction is running smoothly, meaning it must’ve been planned out over a long time. Mari says that this couldn’t have been accomplished by people outside Mago Group, meaning that it’s Mago, not Sanabi, that’s destroying this city. 
It’s right around this time that the lights in the factory turn off. Mari orders the lights to turn on, but she doesn’t have sufficient authority despite having admin access. Apparently the Overseer turned the lights off for whatever reason; undoing the lockdown turned it on, it seems. Luckily, the elevator’s still working. 
While we ride the elevator up, Mari explains that hackers discovered that this factory was using way too much power than it was supposed to, even with its absurd size, and anyone who dug deep enough into things ended up disappearing. And then the elevator stops going up and starts falling instead. Isn’t that just pleasant? 
The elevator stops on the same level we started on. We step out of the elevator… and the Overseer is staring at us. 
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And here begins the horror movie section of the game. 
According to the devs, it was extremely difficult to incorporate the Overseer as a 3D element in a 2D game; it required months of editing the model, lighting, colors, etc to get it to look just right for those horror points. I love how the end result looks, so good job, devs! 
Mari has a breakdown and the General tells her to get out of the city. “You can let me win just this once, can you?” he asks, and Mari leaves. 
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Time for analysis, which is the whole reason I started writing this (and there’s been very little of it so far for some reason, which I need to change). There’s a constant push-pull dynamic between the General and Mari, with the General constantly prioritizing Mari’s safety and asking her to leave the city, with Mari wanting to be able to act more independently. It’s a simulacrum of parent-child dynamics, which you probably already know isn’t uniquely a Korean thing—although family drama is quite common in Korean media, all things considered. Think of all the K-dramas where the heroine has to deal with her overbearing mother. Not really a surprise when you consider the culture’s strongly Confucian values and how strongly they prioritize a good family dynamic (this is called filial piety), an aspect of East Asian collectivist values. 
It’s pretty clear the game is pushing this familial dynamic with these characters. There’s a father who’s lost his child and a girl who’s lost her father, and it seems obvious where this is going. But then there are the holes: memory manipulation, the whole deal with Justice. Things definitely aren’t as they seem. 
Back to the game: it’s on to swinging through the factory while a giant death robot watches us. The whole deal with this part of the game is that if you spend too much time under the gaze of the Overseer, you’ll die. Luckily, the game’s pretty generous with hiding spots (at least for now). The game also introduces new mechanics in this section at a manageable pace, which include: 
Stationary plasma beams
Moving plasma beams that target you if you enter their radius
Batteries that you can control like an enemy and throw at obstacles
Worker bots that you can take control of to hold down buttons or hit buttons that are otherwise inaccessible
Wait, the General can control robots? And the robots come equipped with a grappling hook? Isn’t that kind of weird? Eh, I’m sure it’s just a fun gameplay mechanic thing that totally isn’t foreshadowing. 
There’s a point where the Overseer nearly kills the General, but Mari comes in to the rescue in a flying car. “Did you miss me?” she asks. 
Once everyone’s been driven to safety, the General asks Mari why she came back. She explains that the Overseer is equipped with a Medusa processor, which is a device used to hack and permanently delete data, then says that she can’t stop what she’s doing now, not when she’s waited her whole life for this. Mari also adds that he has to keep his promise of getting her to the top level. 
Oh, and she’s stashed a bunch of guns plus a boxed totally-not-a-Nintendo Switch in the car trunk (this factory makes a ton of stuff, apparently), but unfortunately she forgot to bring bullets for anything. That is, except for a handgun, but the General tells her not to use it. Guns are dangerous, you know. 
The General also manages to say “thanks,” which is pretty neat! He’s loosening up and all that. Mari also offers him a present: a harmonica. She tells him to try it since her father used to play for her; unsurprisingly, he doesn’t know how to play it. Shrug, I guess. 
Now it’s time for another one of Mari’s plans! She says that the factory is being powered by a backup core; if they can reach that and limit its output the Overseer will lose power and they can get out of the factory safely. The General is skeptical, because literally none of Mari’s plans have worked out thus far, but we all have faith in her, don’t we?
Unfortunately the flying car is in a less than optimal state, so Mari and Mufin will take the vents. The General will just have to traverse the factory the more dangerous way—namely, platforming via grapple hook and feeling amazing. 
Once we’re done, we find a lot of worker bots all neatly lined up. Mari pops up out of the vent and, uh, starts talking to one? She’s curious about the General’s robot-possessing ability, but it’s weird that she’s addressing the robot. And later she plays it off as a joke, but I think we all know something’s up. 
Anyways, on to the next CEO portrait! This one’s of Director Sylvia, a reference to a prominent Korean Twitch streamer who backed the game. 
The characters reach the backup core, which Mari observes is an older model, ten years old at least. The General seems to think it’s the newest model, though, which is odd. Then the core’s guardian, another giant robot, shows up. Things get weirder, because the giant robot directly addresses the General as “Worker 17287,” then tries to kill him with a photoevaporation plasma when he’s designated a “malfunctioning project.”
It is now time for the plasma beam parkour boss fight. While Mari tries to hack the guardian, you have to make your way behind large training panels before the plasma beam can reach you. A neat element of game design I really like is that once you’re hiding behind a panel, the plasma beam speeds up so you don’t have to wait as long. 
The General nearly dies (again) and Mari saves his life (again) by replacing the guardian’s program with, and I am not making this up, the Morning Star Teacher. Since its original program was completely replaced(21), the whole “Worker 17287” thing will have to remain a mystery. At least for now. 
The guardian abruptly shuts down and the platform beneath the characters begins to lift up. Behind them, red lights turn on, revealing dozens, if not hundreds, of cores that are powering on. Beethoven’s Egmont Overture(22) begins to play; a drone appears and addresses the characters in the kind of dull corporate language that you’d expect, but there’s a bit of a twist here. 
“Executives and staff members remaining in the factory, how are you? We would like to sincerely thank you for your service to Mago Electronics. Please be informed that as of this moment, the central factory of Mago Electronics is completely closed. According to internal company regulations regarding to factory closures, all objects, equipment, structures.. and humans remaining in the factory will be eliminated. If you believe this process is in violation of your human rights, we will inform you of the appropriate response through our legal representatives.”
All these cores are what’s responsible for the factory’s abnormally high power usage, it turns out. The platform rises through a floor; we’re about to see something big. 
“In accordance with the factory elimination process, the Overseer has entered Obliteration Mode,” the drone continues. “The elimination process will be executed through the de-ionization plasma accelerator. If you experience any damage, aside from death, eradication, or evaporation, please submit a letter of explanation to the Damage Compensation Center with documentary evidence of the facts related to the damage. A representative will inform you of the appropriate compensation.”
The characters turn around to see the Overseer behind them, its plasma beam being affixed to it as the emergency lights flash. The classical music is utilized very well with the scene, and the devs have stated that this is a sequence they’re quite proud of. 
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The music winds down. The drone says, “There is nowhere to run or hide. Please make sure to meet your demise with integrity befitting a member of Mago Corporation. Thank you. This was Mago Electronics.” It self-destructs shortly afterwards. 
You can watch (or rewatch) the scene I just described, and definitely didn’t do justice, here. It’s in Korean; you can find the English version in the playthrough I linked at the top of this post or in another playthrough video. Flashing lights warning! 
The Overseer is trying to kill you again, but this time with a giant plasma beam and with even less time to get to safety. It’s quite tricky and a lot of people struggled with this section. And the thing is, bumping down the difficulty doesn’t help since the plasma beam is basically an instakill.; this section of the game got a lot of flack from players, which I completely understand, and the devs have tweaked the level design post-release. The track that plays is titled, rather appropriately, “Meet Your Demise With Integrity, Please.” Please go listen to this game’s music, it’s fantastic. 
Mari manages to temporarily take out the Overseer by using the emergency batteries, but the General is pretty tired. So tired that Mari has to drag him to safety. 
Turns out he’s getting another flashback, but this time his daughter is telling him it’s important to make it to the end. They’re an altered version of the Arc Words. 
The elevator’s been destroyed by the Overseer and Mari says there’s only one way out of the factory, but the General’s gonna have to trust her on this one. She instructs him to jump off a ledge when she tells her to, and when he does, he lands on Mari’s flying car, which is barely holding itself together. It’s nice to see their rapport improving throughout the story like this. 
Mari’s plan is to ride the central ventilation shaft out of the factory; given the amount of energy this factory is currently producing, the ventilation is in overdrive and the wind speeds are akin to a tornado’s. Unfortunately the car’s steering wheel snaps off, so you have to steer the car and keep it from colliding with obstacles. Yes, this is a gameplay segment, meaning you can ride a flying car out of the factory. This, my friends, is pure distilled awesome. 
The car crashes through the ceiling and into the sky. Nice view from up here. 
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Unfortunately, the car’s not working and we’re about to plummet to our imminent deaths, so the General grabs Mari and uses his claw arm as a brake against the side of a building. And with that we’ve reached the upper level. 
Chapter 4: Unraveling
Unfortunately, Mari’s gone comatose. It’s flashback time for her, it turns out! 
Mari, turns out, lives in an apartment by herself. The window is shuttered and the room is filled with garbage bags. She hasn’t been taking care of herself, like, at all. 
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Mari puts her face in her hands. “I killed him,” she says. 
We see events that happened a few days ago from Mari’s perspective. She’s been investigating Mago Group for quite some time to the detriment of… living, as she’s dropped out of school to put all her efforts into hacking. She’s gone full hikikomori, basically. 
A colleague of hers on the computer asks if Mari’s been using the memory converter again, which reinforces her statement earlier that she’s used false memory implantation before. It probably has something to do with her statement that she killed someone (who? her father?) and is trying to forget the incident or something like that. It doesn’t seem to be working, if I’m honest. 
Mari and her colleague have been investigating personality digitization technology by hacking Mago Group’s networks. The colleague has uncovered a top secret project—the Sanabi Project. Mari recognizes the word “Sanabi,” but it’s unclear what it means or represents. 
This seems to be the digitization tech Mari’s been looking for. Strangely, the project is about controlling personality data through indirect means, but there’s nothing in the project about creating said digitizations; this personality data seems to have come out of nowhere. 
Personality digitization technology/brain uploading is a Class-1 forbidden technology; even possessing or researching it is highly treasonous and can result in the deaths of everyone involved, their family, friends, and even neighbors. How pleasant. 
Unfortunately the colleague didn’t take the right security protocols, so Mago security agents show up at her house and… take a wild guess. When the agents learn the Sanabi Project has been shared, they decide to activate something called the final resolution protocol. 
Mari wakes up in the upper floors of the city. The General asks her if she’s really after revenge or answers like she said back at the train station, because it sure doesn’t seem like it. Mari doesn’t want to answer, but eventually reveals she’s helping him because she wants to keep a promise with her father, whatever that means. 
Also, Mufin is dead. The General found a similar drone with a cloaking feature as a replacement, but Mari really isn’t happy about the fact that her drone companion died. “Are you serious right now?!” she asks. 
“Mari. Come on,” the General says. “That’s just a robot. A tin can that mimics a human. A machine can’t become a human just because it can mimic one.”
“It.. Mimics a human?” Mari asks, incredulous. 
“Yeah.”
Mari sets down her drone, pulls out her harmonica, and holds it out. “Play! You know how to play the harmonica!!! Come on and play!”
“Mari,” he says. He’s gentle but insistent(23). 
Mari raises her sleeve to her eyes. “Please.. Please play for me..” she says, her voice weak. “You know how to play… You have to know..”
“Mari. What do you want from me?” the General asks. Mari tucks away the harmonica, her head still lowered. She turns from him, starting to walk away. 
“I’m not your father.”
A pause, then Mari laughs. It’s a hollow, joyless sound. 
The General is… concerned, to say the least. “Mari?”
“Never mind. Yes, you’re right. You are not my father. It’s so simple now that I think about it.” She doubles over and laughs even harder. It takes several moments for her to regain her composure, and she clears her throat. “Sorry, Mister. I just got a bit emotional.”
Okay, so Mari, um, definitely needs a hug. 
Mari tells us that Sanabi is at Mago HQ. She herself also has to go there to do something. “So I guess we just happen to be going the same way again? Shall we go together?” she asks. She also insists she’s okay, so she’s gotta be. 
Mari also adds that since we’re here to find Sanabi, “we have to make it to the end.” She says this phrase twice, by the way. We see that twisting of the Arc Words again. First we’re told that making it to the end isn’t important, but now it is? 
I’ve heard a really good suggestion/hypothesis that “you have to make it to the end” is a trigger phase. Like a sleeper agent kind of thing. Pretty interesting, huh? 
We proceed through the upper levels, though we don’t get far before encountering the national army’s combat robots—specifically the Tomb Troops, presumably some kind of special ops or elite combat unit. They’re here now, probably because of Sanabi, and they brought giant turrets. 
Our protagonist isn’t strong enough to face the army’s turrets, so Mari gives him a plugin chip and tells him to plug it in. And now it’s flashback time again. 
We’re back at the training course, but our daughter is here with us too! Somehow she made her way into the top secret military base and wants to watch her dad train. After we finish the course with our new charge attack, Major Song drops by and plays with our daughter. She reveals that our daughter managed to get in here because the base was hacked, but only the base’s barrier was raised with no apparent motive; that was what allowed our daughter to get in. But before Song can finish her train of thought, the memory glitches out and ends. 
Turns out that the chip is an overpower chip like the kinds used in the army. How did Mari get her hands on such a chip? She says she got it from the black market, but that’s an obvious lie. When the General tells her this, Mari responds with, “Sanabi!!! Don’t you want to go after Sanabi!” before telling him that ignorance is bliss, she can’t really explain the situation, and it would be best for him to focus on the original goal. 
After encountering several hazards, including an off-screen sniper trying to blow us up and a floating cargo box that explodes, our characters finally hitch a ride on a flying train headed straight to Mago HQ. Mari plays that haunting familiar tune on the harmonica again, then our characters have another heart-to-heart. The General tells Mari to leave the city again, Mari tells him to stop since she’s not his daughter, then she asks him: “Did you.. love your daughter?”
Clearly the General answers yes, but Mari responds to this by saying, “Then you must really hate Sanabi.”
“Mari…” the General says. “Did I tell you that Sanabi killed my daughter?” (He didn’t. Mari just knows.)
Mari responds by telling him he’s… well, something, but whatever she said, it manifests as visual noise in-game. She says something else too that’s also censored. As the General puts it, “[t]here’s a noise on the voice.” He physically can’t hear some words. 
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Unfortunately, their troubles aren’t over yet. A giant military helicopter, the Firebird, appears and it’s time for another boss fight. The General tells Mari to separate the flying train cars so they don’t all get destroyed at once, so you have to fight the Firebird while holding onto floating trains as platforms without falling to your death. Also, the Firebird is shooting at you, dropping bombs, and shooting missiles, destroying the train cars; and as Dan put it, “replacements [new train cars] come, but never as fast as you want.” You have to beat it by launching the exploding cargo from earlier at it, which come from destroyed train cars. Fun fact, this is also the most annoying boss according to speedrunners. 
Once you’ve defeated the Firebird, the conversation with Mari resumes. Mari’s up to something, and she keeps being all, “Haven’t you figured it out already?” Whatever’s going on, maybe it’s obvious to her, but it certainly isn’t obvious to the General. He asks if Mari’s colluding with Sanabi, and she says she isn’t, but when asked to explain, Mari says it isn’t easy. Given that the General can’t even hear certain words, she’s right. 
The train car they’re on lands in Mago headquarters, and shortly after landing Mari sees something that horrifies her and makes her throw up. Whatever it is, we can’t see it. Mari says she needs some alone time and leaves. 
By now I’m sure you all have your suspicions. I absolutely love how the game foreshadows the reveals later on, by the way. I was watching Dan’s videos as they came out and paying close attention to the speculation in both the YouTube comments and the unofficial fan Discord. I was surprised by how close the guesswork was to the truth, and I have to commend the game for laying the foreshadowing so well. The hints are never too revealing, just enough to allow you to put the pieces together before the reveals proper without it being too obvious. At least that’s how I see it. Some people like Yahtzee Croshaw didn’t like how the reveals were handled, but clearly these people are wrong and I am the only correct authority in all media.(24)
When the General finds Mari, she tells him she’s sure Sanabi is somewhere in this building. Then the S.O.S activates. Yeah, remember that from the beginning? The program opens a door in HQ, allowing us to access it. Inside is a room full of computers, but only one of them is active, and it’s talking about an abnormally activated project or the like. Apparently “Worker 17287” needs to be reactivated, so the General hits the shutdown button on himself. (Don’t ever do this to yourselves, people.) He gets knocked unconscious, the S.O.S tries to reboot but fails, and when he wakes up, there are corpses now! Wait, what? 
Yeah, there are now corpses scattered throughout Mago HQ. When the General runs back to Mari to tell her about this development, Mari says, “It looks like the filter got turned off.” She then tells him she’s located Sanabi: “It’s in the basement. Sanabi, what you’ve been looking all over for. Isn’t that all you cared about?”
The statue in the main hall activates, revealing itself to be a robot, and instructs any remaining Mago executives to commit suicide according to the final resolution protocol. Mari states that Mago Group is destroying the city because it’s committed high treason, which is punishable by the death of ten generations(25). It would much easier to just kill everyone and erase all evidence. What’s the crime, then? Mari tells the General, “Your mere existence.”
She also tells him to question himself, saying “Who are you?” Around this time the statue comes to life and is about to kill the characters for disobeying the final resolution protocol, but before anything can happen the statue’s head is promptly smashed in by a large metal sphere. It’s Major Song from the army, from the prologue. She’s here to save the day, right?
“Long time no see,” she says. She walks towards the General and passes by him, stopping in front of Mari. “Miss.”(26)
The two have a terse conversation. Song tells Mari she’s here to take her out of the city. A nuclear explosion is imminent, and that’s why the army is here. 
Our General is very confused and asks the two to stop for a moment, even putting his hand on Song’s shoulder. In response, Song grabs him by the chain arm and throws him against the ground. “How dare you put your hand on me?” she says. 
So remember when, way way earlier, I asked you to remember that Mari refers to the General using the title “아저씨?” Well, now is when it comes up again! Sorry to interrupt the scene, folks. 
You probably know that Japanese utilizes a complex system of honorifics to properly address other people; many of you are likely familiar with the -sans, -samas, -chans, and -kuns of the Japanese language thanks to the prevalence of anime. Well, Korean, being a language that is closely related to Japanese, also uses a ton of honorifics and titles (as well as different verb endings depending on level of formality, but that stuff is beyond my extremely limited Korean). I will point out a few titles that are relevant to this essay. 
“아저씨,” romanized ajeossi, is—like I mentioned earlier—used to refer to a man older than the speaker. The honorific -ssi (pronounced “shee,” despite what the romanization thinks) in particular is used when the speaker is addressing someone who is of the same or of a higher social status. It’s an honorific that’s used for acquaintances, basically people you’re not very close to, and it’s rude to use this when addressing someone you know well. 
So when Mari uses this title to address the General, what does that tell us? It’s fairly simple: Mari is respectful but distant. As she said earlier, the General is not her father, and her manner of address reflects this. Hang on to this idea of her being distant, I’ll bring it up later. 
Another title we see in the game is “선배님,” romanized seonbaenim; it’s used to address a senior or elder in a given organization. The honorific -nim is used to address people of a higher rank than the speaker as well as people whom the speaker respects. 
We see Major Song and Colonel Baek address the General this way in the prologue. This isn’t out of the ordinary given their military ranks. 
Now here’s the kicker. Here, in Mago HQ, Song does not use honorifics at all when addressing the General. While this kind of thing would be acceptable between close friends or family members, this kind of language is completely inappropriate—like shockingly rude levels of inappropriate—given that Song is talking to someone who’s supposed to be her senior officer. 
Now I know what you’re thinking: “I can already tell Major Song doesn’t like the General! She literally threw him! I didn’t need that explanation!” Well, what if I told you I’m so fixated on the game I decided to write an essay about it, and one of its main goals is to give the reader some cultural context behind the game? Korean is a high-context language, and stuff like this is innately understood by Korean players. I want people who don’t speak Korean, including myself, to experience it a bit like the Korean speakers would. That is why I went off on a whole tangent about the Korean language. 
So given all that extra linguocultural context, let’s get back to the game. Anyways, Song is about to straight-up kill the General when Mari says, “Wait! Just let the mister (ajeossi) go.”
“Mister? Did you just call him ‘mister?’” Song asks. She turns towards the General, then back towards Mari. “.. Are you role playing or something?” Here, Song cannot comprehend why Mari is using a polite term. 
Song says she had to break a lot of rules to get here, and Mari pulls out a gun. Yeah, remember that? When Song asks what Mari’s gonna do with the gun, she presses the muzzle against her own jaw. 
“Let him go. He.. needs to go. To the basement.” Mari pauses and addresses the General. “Mister? It’s confusing, right? I’m sure… nothing makes sense right now. Just remember one thing. Sanabi. Remember. You’re here to find Sanabi. Find Sanabi.. And get your revenge. What’s important is making it to the end.”
And then Major Song picks him up and throws him away.(27)
We find the General in an elevator. Once it stops, he gets up and slowly makes his way to the door, after which he tumbles down a flight of stairs illuminated by the glow of the elevator. It’s a metaphorical fall from grace: he’s been rejected by Song, and even Mari has told him to leave. There’s nothing left, and this is our lowest point. 
The tumble/flop is kinda cute, actually. I am enjoying these animations way too much. In fact, these animations are so good this game appeared in a video about the best game animation of 2023! (28)
The General tries to get the chip to work again, but to no avail. He’s slumped against the wall, defeated, and a ghostlike memory of his daughter runs past him and away from the stairs leading up. That’s when the lights leading downstairs flicker on. 
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I think everyone who’s existed on this earth can tell this is symbolic of heaven and hell, with the stairs going up illuminated in white light and the stairs going down cast in red. Even the small details are telling: the stairs up look more polished and are lined with flowers, while the stairs down are more industrial, complete with a railing and pipe. The track that plays here is titled “The Final Crossroad,” and our good ol’ SANABI leitmotif returns. 
When the General approaches the stairs leading up, he sees a memory of sorts. It’s a ghostlike image of the daughter behind him, almost as if she’s compelling him to go down, to descend into hell, and find Sanabi. To take his revenge. For her. 
Here you’re given a choice: you can head back upstairs to figure out whatever the heck is going on, or head downstairs and destroy Sanabi. 
And if you approach the stairs leading down, you see another “ghost” memory, but this time of Mari, who’s been your companion throughout this game. You have to choose between the past and the present. Revenge or salvation. Heaven or hell. 
This is where the dialogue choices come back, by the way. When you reach the foot of each stairwell, you’re basically asked to confirm your choice—you can pick “…” if you haven’t decided yet and “Going Up/Down” to confirm your choice. The game is essentially telling you to choose wisely, although I have a pretty good idea of which direction most players wind up taking. 
While the upstairs ending is the true ending, let’s take a look at the downstairs ending first, since it’s fairly short. 
We open on a group of Mago personnel in a large control room, illuminated by an enormous white screen, discussing the overheating nuclear reactor. Their plan is to keep it overheated so it’ll eventually explode and wipe Mago City off the map, leaving no trace of anything behind; apparently it’s “the only way Mago Corporation will survive.” We can surmise they’re talking about destroying their city to cover Mago Group’s tracks.
The door bangs and the security personnel immediately train their guns towards it. “Who goes there?!” one of them shouts. The door opens and a person, stumbling and bleeding, runs out, managing to scream about “the project” before a mechanical claw grabs him and pulls him back through the door. 
What follows is a sequence that looks as though it’s pulled straight from a horror film. The enormous screen turns red and flickers intermittently as the General slaughters everyone in the control room. The scene is absolutely terrifying, in no small part thanks to the music that plays during the scene, the sound effects, and the excellent animation. I cannot praise the animation in this game enough, it seems. 
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The last person who hasn’t yet been crushed into a pulp says, “You’ve been deceived. Sanabi doesn’t even exist.” 
The General kills him. “I don’t want to hear it,” he says. He surveys his handiwork, then pulls out the Steel Tiger medal. It’s heavily scuffed, with its eyes in particular being completely blacked out. 
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We flashback to when the Steel Tiger was unmarred. It’s another memory with the daughter, but something’s wrong. The screen glitches heavily, the daughter’s words break down and repeat—then she says, “Sanabi eliminated. Mission accomplished. Terminating project.”
We return to the control room. “It’s important…… to make it to the end,” the General says, presumably his last words. And that’s it. The game takes you back to the menu after this. 
You can find the scene here. The video does contain flashing lights. 
The achievement you get for picking the downstairs ending, by the way, is “What’s important is seeing this through to the end,” with the description “Chose the lie you want to believe.” At this point in the game it’s clear that things aren’t as they seem, but if the General decides to head downstairs and continue his original mission, he’s ignoring these developments in favor of giving in to his rage. The Steel Tiger’s blacked-out eyes in particular represent the General choosing not to see the truth in favor of, as the achievement puts it, the comforting lie. (And Sanabi doesn’t exist? What is that supposed to mean? We’ll see.)
While I was surprised the downstairs ending wasn’t longer than this—maybe I was hoping for a longer wind-up and thus more suspense—perhaps this was the best way to go about it. It’s befitting of a Korean revenge story: bloody, brutal, and not quite as satisfying as one might expect. And besides, I can’t really think of anything I want to add to this ending. A level, perhaps? A boss fight? Those would’ve detracted from the ending, and it seems to me that the devs’ intent wasn’t to make revenge glamorous or appealing, as gameplay would make it, but rather… deeply unsettling, and perhaps a little sad. 
Now let’s double back and take a look at the upstairs ending, the golden ending, whatever you want to call it. Here we’ll find the answers we crave. 
We head upstairs, where Major Song is waiting for us. She doesn’t seem to understand anything we say, and she tells us she’s impressed by everything we’ve done in the city. 
And that’s when she drops the bombshell. 
“Advanced combat bots are targets of concern for their mere existence.”
There’s a pause, then she adds, “Yes, I’m talking about you. You.”
“I’m a combat bot…” our General says, lowering his head and raising his hand to his hat.(29)
Song tells him, “I know you saved that girl a couple times. And I’m grateful for that. Truly, I am. But that’s that, and this is this. I can’t just pretend I didn’t see you.”
She activates her metal sphere. It floats into the air and starts spinning. It’s also on fire. Oh, and the boss music kicks in, too. 
“What you are… Why you are with the girl… I have so many questions, but I won’t ask. Because we’re not supposed to be curious.” Song pulls out her shotgun and spins it in one hand. “I shall execute the king’s orders.”
Major Song’s boss fight is the final one in the game, and it comes with an appropriately intense soundtrack: “The Execution of The King’s Order,” which you can find here. The powerful beat is complimented by Latin chanting, which according to the composer doesn’t have any particular meaning; it’s simply using the voice as another instrument. Wish I could tell you more, but again, music theory really isn’t my strong suit. 
Song has an immediate counter if you try to grab her; you have to use your charged attack if you want to land any hits. After enough hits, she transitions to her second phase. And like all good sequential boss fights, she has a cutscene between phases. 
She staggers onto a platform. “You.. What are you? How are you fighting exactly like the general?” She removes the military goggles on her head. “Yes.. I see. So that’s what it was. I sensed that something was off from [a] long time ago. There’s no way he would’ve died so easily.”
Her fist tightens. “You… You must have something to do with the general’s death.” The goggles break in her fist. “Forget about dying an easy death. I’ll chew on your limbs into a mulch, and then tear your head off and see for myself.”
And that’s the transitional cutscene. Fun!
Once you manage to beat her, the game transitions into QTEs where our General and Song engage in a close-quarters fight. The animation conveys the physicality and brutality of the fight very well, and I love it. 
Once Song is defeated, she tells us, “Do you even know who you’re mimicking?! A tin can like you shouldn’t dare do that!” So the General was a real person, and we’re a digitized copy. Like Justice. 
It’s around this time that Colonel Baek shows up(30), along with a squad of military bots that have surrounded the area using cloaking technology. He tells us not to move, but our General stumbles towards him anyway. He’s confused and hurting from Song’s apparent betrayal, he just learned he’s a robot, and he’s looking for something, anything that’s familiar to him. 
Baek punches him, of course. Hard enough to send him flopping onto the ground. It’s a physical and metaphorical gut punch. 
Baek tells Song that the military has been ordered to withdraw from the city. An explosion is imminent and the Royal Court has arrived to use “it,” which appears to be a floating palace/airship/superweapon, although the game never clarifies what it is exactly. When Song asks where Mari is, it turns out she left military custody and has chosen to stay in the city. 
When our General tries to talk again, Baek says, “There’s an encryption filter on its voice.” So this is the reason the military couldn’t understand us, but Mari had zero problem with that, presumably because she’s a hacker. So if she knew we were a robot the whole time and not an actual person, why did she act like we were human? What’s up with her?
Song removes the filter and our General addresses the two by name. Baek asks, “How do you know our names?”
“I guess… the memories aren’t all fake,” our General responds. He then addresses the two as “Special task force of Uigeumbu No. 17. Colonel Hotae Baek. Major Isun Song.”(31)(32) He then adds, “I have a question for you instead. What are you guys doing here? The order for Operation 0… Is this fake, too?”
They decide to knock him out for interrogation later, because honestly, if you found a robot copying your dead superior officer, you’d have a lot of questions. 
Chapter 5: Reunion
Scenes from the prologue reappear, but they’re… wrong. Visual glitches occur, there’s a distinct lack of music, and the General never speaks in these replayed memories. The dialogue is different, too.
“Sir, the operation has been confirmed. The briefing will commence. This helicopter is currently flying above (SNB_target_location). Approximately 24 hours ago, (SNB_target_situation) was established. Even though the tech department has concluded that it’s a (SNB_target_possibility), no other news so far.”
Other lines of dialogue follow in this vein. We even see our daughter tell us that making it to the end isn’t important, but her words promptly glitch out. 
After this we get a little scene in the military plane; our General is still knocked out. According to Song, he has a so-called cognitive restraint preventing him from recognizing humans, meaning that from his perspective, the world is completely devoid of people, although she doesn’t quite know why. She also adds that this filter doesn’t seem to include herself or Baek. All she can do for now that won’t cause the digital personality to reset is lower the security level; only the digital mind can remove the restraint from themselves. 
“If this is really the general… then I know he can do it. He’s always done the impossible,” Baek says. 
We return to the void with our daughter for—what, the fifth time? I wasn’t keeping track, so I actually have no clue. Our General realizes something is off, though. We’re taken back to the beginning of the prologue yet again, but this time, when our daughter runs towards her dad to hug him, she glitches out instead and says “Memory replay was denied.”
“Is this… A dream?” our General asks himself. He runs past his daughter, then stops and turns around as the world abruptly turns into a computerized, blue-green landscape. 
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Our General sighs, then proceeds. He’s gonna figure out what’s going on here, and so are we. 
The music of our memories, titled “Digitalized Dreams,” also includes the SANABI leitmotif—albeit in a distorted form. I only noticed because I listened to this composition about eighty thousand times. This track is great, by the way. There’s a slight sense of dread that permeates the track, and the computerized sound/glitch effects really help sell the setting. I know like next to nothing about music theory, by the way, so feel free to enlighten me about… any of this game’s tracks, honestly. 
In this part of the game, you platform through the computer system and find recordings about a certain project, which you can now access because lowered your security levels, allowing you to access files you couldn’t have otherwise. While this is sort of infodump-y, video games are a preferable medium for this kind of thing: games are interactive, meaning the player feels like they’re discovering information rather than having it be spoonfed to them. 
And if you’re thinking, “Well, still not ideal,” that’s what the devs think as well. Like I mentioned earlier, this game was intended to be a metroidvania, with different abilities unlocking different areas of the map and the player slowly uncovering the mysteries that way. When they realized they couldn’t make such a game, they had to restructure the reveals in this way. Personally, I think this still works decently, but like I said, interactivity is key. 
However, since this is a blog post (and I still have to recap the game to refresh people’s memories as well as for the folks whose first exposure to this game is through this post), this key element will be lost here.(33) So I’ll just bullet through these recordings real quick. Or, you know, as quickly as I can given I’m the kind of person who just will not shut up about things they like. The length of this post is, I believe, demonstrative enough. 
Record 1. Meeting: Some of Mago Group’s CEOs and a group of researchers discuss starting a project Mago Group has wanted for a long time. The researchers are basically forced into this high-risk, extremely illegal project with no choice. The head researcher also asks where the personality data for the project came from. 
Record 182 Regular Report: The head researcher clarifies that digital personalities work the same way as a fleshy human would, so they can’t just give an order to the project and expect it to be perfectly obedient. Attempting to control personalities directly resulted in failures such as Justice, so the researchers have decided to indirectly control the project using the desire for revenge. 
Record 478 Regular Meeting: Simulations of the project repeatedly gives up on getting revenge, so the head researcher suggests changing the target of the bombing from the project’s wife to his daughter, since his daughter provides mental support. It’s easy to tell when a memory is fake, however, so the head researcher suggests limiting and reordering the project’s memories. 
Record 1190 Regular Report: The memory alteration was successful, causing the project’s rate of giving up on revenge to drop drastically. However, there’s a concept known as “Sanabi” in the project’s psyche that serves as an allusion to not having to make it to the end that also causes him to give up revenge. Also, more Elon Musk slander! 
Record 2379 Urgent Meeting: The researchers are looking into Sanabi, trying to figure out its source, but they can’t find any information about it in the project’s memory. That’s because whatever memory it was, along with the memories regarding the wife’s death, have been purposely removed from the project since its creation.(34) Sanabi is a concept from a deleted memory. Oh, and the person who made the project was said project’s daughter, Mari. 
Record 2801 Regular Report: The head researcher tells the execs that the best way to deal with Sanabi is to make it the target of revenge, thus weakening it as a concept.(35)
Secret Wiretap Record 283,951 Research Team 1: A researcher brings up the Final Resolution Protocol, which will destroy the city if the project is ever leaked. In addition, Mago Electronics has released a new product, the Worker robot, which has a wire arm that behaves identically to the chain arm used by the project. These workers are being mass produced, and the researchers suspect Mago Group is planning a coup. 
Record 3777 Ad-hoc Meeting: The head researcher explains to Director Choi that a cognitive filter, meant to be a mental stabilizer, has been added to the project. This filter prevents the project from being able to see human beings; it’s intended to a) produce an inexplicable situation where Sanabi has caused humans to disappear, thus making the project’s incongruities seem unimportant by comparison, and b) to prevent the project from receiving information that contradicts the false narrative the researchers have made. However, the filter includes a few exceptions—presumably because those people already appeared in the project’s memories, or something along those lines.(36)
Record X. Completion Report: 10 years after it was started, the head researcher presents the completed Sanabi Project to the Mago execs and is promptly shot by the head of security. All the researchers have been killed to prevent them from leaking information, and security has been ordered to kill anyone that finds out about the project. Mago Group’s CEO, Director Kim, then makes an anime villain speech about how Mago Group deserves to rule Joseon instead of the Royal Court. 
These records also come with so-called source memories, i.e. the unmodified, original memories, i.e. what really happened. 
Basically: 
The memories of the project were reshuffled, as stated in above. Kid Mari didn’t die in the explosion. 
The General on his little revenge spree is somehow even scarier, as other characters point out he’s basically working outside the law. He also calls the enforcement bureau “[the weapons dealer’s] best friends,” which I’ll bring up later. 
The General was the one who ordered Operation Zero, an operation to wipe out multiple criminal organizations. He also seems to blame Baek for the death of his wife. 
Later on, he later decides to retire from the military to support Mari, since her mother is dead and all that. 
In one of the source memories, Song confirms that yes, it was Mari who hacked into the military base because she wanted to see her dad. She adds that Mari has seemed anxious since the death of her mother, though she’s not sure why. 
Alright, now let’s go over these points. 
First: So that’s why we never saw a mom in the flashbacks! 
Second, this explains a lot of the bizarre mysteries that have been floating around this game. Why did everyone in the city disappear without a trace? They haven’t, we just can’t see them. Why does Mari act so weird around us sometimes? We’re not really human, we’re a messed-up copy of her father. Why can’t we physically hear certain words? They’re filtered out as part of the program so we can’t figure out what we really are. Do the interception lasers target us because we’re entirely robotic as opposed to being heavily augmented?
Still doesn’t answer what Sanabi is, though it’s related to the repeated phrase about not getting to the end. Memories not fully erased and linked to the subconscious, mayhaps? Neither does it explain why Mari made a copy of her father sans her mother’s memories. 
Earlier I mentioned I’d discuss the corruption of the enforcement bureau, which was only mentioned once in a throwaway line… but I’ll still talk about it. It’s quite common in Korean media, like in the aforementioned revenge thrillers, to have the police force be incompetent or corrupt. This is rooted in—you guessed it—Korean history, where incidents such as the Gwangju Massacre in 1980 gave the populace a very dim view of the government, martial law, and enforcement of the leader’s will. 
Something I’ll note here: The researchers changed the target of revenge because otherwise, the project would give up quickly to take care of his daughter instead. This is something I absolutely love, by the way. Perhaps in a story made in the West, the General’s pursuit of vengeance would lead to his daughter turning bitter about being neglected, leading to a confrontation of sorts. But not here, not in a game from Korea, where devotion to family is so deeply entrenched in the culture. Here the General will always drop revenge to take care of his only child instead. It’s sweet. 
A quick note (I have a lot of these, holy moons) of clarification from me: The Final Resolution Protocol was activated when Mari’s colleague uncovered the Sanabi Project as part of security measures. Using and altering a digital personality like this is basically the most illegal thing anyone can do, and judging from the info we got from the bad ending, we can figure out that Mago Group decided to purge its executives and destroy the city to get rid of evidence and ensure the corporation’s survival. 
After all that, our General sees a memory of Mari and recalls the promise he made to her: that he’ll get her to the top floor. It’s an echo of the first time he said it, back at the factory, but with added weight and meaning this time now that he knows who both himself and Mari are. 
After this, our General wakes up from coma (hibernation?) land and looks into a mirror. He finds a robot staring back. 
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The old members of the unit acknowledge the robot as their General when he completes the army motto—“We are owls that never cry and tigers that don’t leave footprints.” If you recall the Steel Tiger medal that appeared several times throughout this game, we get… TIGER SYMBOLISM! The tiger is a powerful guardian in Korean folklore(37), so yeah, I can see the military incorporating them as a symbol of might. 
Anyways, before I get too distracted I have to finish writing this post that’s already a gajillion words long, but, you know, we’re in the home stretch. Our General’s told he’s been dead for ten years and that the Royal Court intends to use “it” (i.e. their unspecified WMD that can make Mago City literally vanish) before the reactor explodes. Our General decides to return to the city to see Mari one last time; he made a promise to her, after all.(38) Baek gives him his own hat, and Song returns his worn, scratched Steel Tiger metal. “You.. You’ve gotten rusty,” our General says. He asks them to take care of Mari—he doesn’t expect to make it out of the city alive. And with that he’s ready. He steps out of the helicopter. 
The thing that I love about this is that it’s reminiscent of the mission briefing from the beginning of the game, but with a few key differences. Such as, for instance, the General getting angry at Baek for letting his wife die in the source memory, and later telling him in this scene that there was nothing that could’ve been done about his wife. We have the briefing, of course, but this time it’s real and our General acknowledges his true identity. And most importantly, while the General’s helicopter is shot out of the sky in the beginning, here he falls out of the helicopter of his own volition. Now that he knows who he is, he’s been freed from Mago Group’s influence. It’s the first real decision he makes. 
Here’s a neat little fact. As we plummet from the sky, we pass the different levels of the city; its different color palettes have been emphasized here. The upper levels are mostly shades of pink, the factory is yellow, the business district is blue, and the slums are purple. Pretty neat, huh? The different color palettes really help make the levels feel distinctive. I love it. 
Our General lands in the slums, removes his limiter and breaks it, and looks up at Mago City. Yes, we’re going to ascend the city again but much faster, Celeste-style. 
The SANABI leitmotif also appears in “The Rise” and “The Long Voyage,” the latter of which also brings in phrases heard in other tracks. All in all, the leitmotif appears in a total of seven tracks if we include the title song. 
Between the occasional glimpses our General gets of real humans and, you know, gameplay, we’re also treated to black-and-white child drawings accompanied by explanations. It’s Mari!(39) For the second time in this game, we’re gonna get to see things from her point of view (the first time was when we got to play as her character).
Unfortunately Tumblr has an image limit of 30 per post. Which means I have to be economical for once, so here’s my favorite of Mari’s pictures. 
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Mari tells us that her mother died in a terrorist bombing aimed at her father, and Dad was never the same afterwards. Mari wanted to help him, so she studied programming and used the army’s data to construct a digital copy of her father, all at the age of eight. All she had to do, she thought, was remove the memories of Mom’s death from Dad’s memories. That would make him happy again, right?
Mari finished the digital personality and presented it to her father. And, according to her, it “was the first and last time I saw my father in a fiery rage.” The thing is, just possessing a digital personality is extremely illegal, so Mari’s passion project could literally get her entire family killed for treason. That’s when gunmen enter the house, opening fire. Mari’s dad is killed trying to protect her. 
Mari’s computer, she later learned, had a backdoor. And the only thing missing from the house after the attack is a computer hard drive, the one with the personality data she had made. She entered a downward spiral, convinced she’s responsible for her father’s death, and used her genius computer skills to find who took the personality data. She found out that Mago Group was in possession of the technology and had altered her father’s data, turning him into a weapon Mago Group could turn on their enemies. 
As Mari herself puts it, “Innocence is a sin. And ungovernable talent is a curse. When these two meet… life becomes hell.”
When Mago Group discovered the leak of their top secret project, they initiated the Final Solution Protocol (we saw this in the Mari POV scene from earlier). Mari decided to grab a copy of the Project and place it in a worker bot. 
“What’s the point… Even I don’t know why I’m doing this. The Sanabi project is no longer my father. I know that better than anyone else. […] He won’t be able to remember me no matter what happens.” She later tells us that she struggles to remember her father with each passing day. “If I try… If I can show him my old self… Maybe he’ll remember me. It would be wonderful… for him to miraculously remember me. Will he be happy to see me? Will… he forgive me?”
So. Analysis time (again). 
SANABI, you see, is about grief. Our General sees his daughter die at the start of the game and lashes out violently in response; later on in the game, when we see his source memories, we can see that his wife’s death profoundly affected him. Mari herself says as much when she tells us that her father was never the same after the bombing. Then Mari sees her father die and becomes withdrawn and isolated, madly seeking out her father’s killer while her pain and guilt threaten to crush her. 
The developers have have stated there are plenty of inspirations for SANABI, citing Ghost in the Shell and Interstellar as being the strongest sources in the theme department. Ghost in the Shell is… complicated, but has a central theme about the nature of humanity as it collides with technology, exploring what it means to be human in a mechanical body. There is also memory alteration and a sentient computer program developed under the name Project 2501, but if I listed every similarity between this film and SANABI we’d be here all day. 
The film provides no definitive answers to the questions it poses about how human Motoko Kusanagi is—though the characters frequently bring up the idea of the ghost, or the human soul/essence, that remains intact even after one’s physical flesh has been largely replaced by machinery. The sentient program tells Motoko that he has a ghost, which makes him… human? Ghost in the Shell isn’t exactly easy to parse. 
Then there’s Interstellar. Yes, Interstellar, the Christopher Nolan movie about flying into a black hole.(40) This film’s link to SANABI is hard to intuit until you remember that Cooper’s arc is about connecting with his daughter and how love is the one force that transcends time and space and all that. So yeah, there’s clearly a thematic connection. 
According to Wonder Potion’s head developer Yun Seung-Hyeon, “Ghost in the Shell in particular is kind of the father figure that brought cyberpunk so far, and there's always this point where there's this incredible humanity in a technologized future where there's no humanity, and that's what I wanted to convey. […] Similarly, in Interstellar, I think it's humanity that saves the protagonist in the end in a universe hundreds of millions of light years away. There's a paradox of being saved by humans when you're so far away from them. I guess you could say that SANABI is also a story about humanity.”
What he is talking about is the irony of humanity, specifically what makes someone human, persisting even in the absence of physical humans. That humanity is exemplified as love and compassion. Even when surrounded by a noticeable lack of humanity thanks to the cognitive filter, the General—a machine—displays more humanity than the Mago Group executives who weaponized him. This game has a very strong sense of dramatic irony, especially on a second playthrough; for instance, Mari’s breakdown at the start of chapter four is immediately thrown into clarity if the player knows the General is a robot. Feel free to scroll back up to the part where I wrote it out, even if it’s several thousand words away by my estimation. 
Because SANABI, you see, is about connection. The General ascends Mago City for the second time because he made a promise to Mari. Mari placed the Sanabi Project into a worker because she hoped against hope to see her real father again, and even after that hope is dashed and dashed again, there’s still a connection, and when they see each other at the end of the game—whoops, we’re not there yet. 
It’s time, folks, for the ending. Which there is no way I’d do justice, so I’ll just leave a link here for you to watch and write up a recap. I’ll see you at the end.  
Mari programmed her copy of the Sanabi Project to stop the nuclear reactor from exploding, but even when said project realized who he truly was and returned to her, she doesn’t see him as her real father. He’s only a tin can that mimics a human, after all. A fake. 
Remember all the void flashbacks the General kept getting? They were from his subconscious, which finally dredges up the memory that makes Sanabi so important to him. He’s trying to play the harmonica, but his daughter tells him that getting to the end isn’t important if he gets all the notes wrong. But it’s alright. It took Mari a while to learn this song from her mother. 
Mari admits she’s sad about her mother’s passing. She tells her father that after her cat Mufin died, her mother would play a song on the harmonica for her, and her sadness would fade. Her mother also told her that with every hello comes a goodbye. 
Mari tells her dad she knows playing with her must be physically taxing, especially after work. But she appreciates that he still goes out of his way to make her happy.
Mari says she wants to be a soldier like her father and recounts imagined adventures that parallel the events of the game (fighting the Writ of Execution, taking a selfie with Justice, avoiding combat with the Overseer, and riding a flying train). 
She then asks her father to make her a promise to play this song, Sanabi, whenever she feels sad. The song is, of course, the leitmotif that’s present in multiple tracks throughout the game. 
We return to the present, where the General plays Sanabi on the harmonica. Mari hugs him, finally recognizing him as her father. She tells him how scared she was of acknowledging he was really dead. She tells him how sorry she is for giving up on him. He tells her it’s alright and there’s nothing to apologize for. 
In order to save Mago City, the General decides to shut down the reactor. He, the Sanabi Project, started this mess; it’s time he puts an end to it. Mari begs him not to go, tells him she’ll try to fix him, that she can’t live without him. Why does she have to lose him again, and so soon?(41) He tells her that with every hello comes a goodbye. Getting to the end is not what matters; what does is that we spend the time we have with each other. 
The General gives Mari the Steel Tiger medal and salutes her, calling her “my commander.” In the original Korean he says “나위… 대장님 [daejangnim].” Daejang is a rank that literally translates to “grand commander” and corresponds to the rank of general; it’s the highest rank available to an officer in the South Korean army(42). The honorific -nim(43), like I said earlier, denotes respect for a higher-ranking individual. This is a callback to the scene at the beginning of the game when Mari says she wants to be the general when playing with her father(44); it’s a reminder of happier times, one last opportunity for the two to connect before the General is truly gone. 
The General leaves to shut down the reactor and Mari slumps against the wall. She pulls out the Steel Tiger medal, which glints in the light. 
I cried. 
It is now analysis time. 
Here we have two individuals who are forced to let go of the past. The General may be a robot but it is still very much him, something Mari only recognizes when he plays the harmonica for her; up until then she only sees her father as the smiling figure in her childhood, a father she first lost when her mother passed away and he became a shadow of his former self. The General only recognizes Mari as his child once he lets his daughter, and by extension his past, go by choosing the upstairs route. They have to let go of their lost loved ones in order to see them again—and yet the game refuses to give us the happy ending. The General has to tie loose ends; he can’t stay with Mari, no matter how much both of them want to. Now they have to let go of their present for the future. 
The General giving his daughter the Steel Tiger medal is a metaphorical passing of the torch. He is entrusting her with the task of carrying on his legacy, to remember him. Not only is it a reminder of Mari’s father, it’s a representation of their connection. It’s scratched and battered, because that connection has been tested, but it still holds firm. (Remember how the Steel Tiger’s eyes were scratched out in the downstairs ending? Then it represented how that connection was twisted and severed.)
A quick note on the game’s music, and this will be very quick because I know nothing about musical composition: I firmly believe the game wouldn’t have nearly as much emotional impact as it does if Invader 303 hadn’t done such a fantastic job on the game’s track. It’s that damn leitmotif, the one that represents the real Sanabi. It plays during the title screen, it’s in Mari’s theme song, it appears during emotional moments. Where it doesn’t appear is whenever something happens that the General thinks is due to Sanabi, such as right before his daughter dies in the beginning cutscene. Instead, we get “An Old Foe” (I like to refer to this song as “threat music”). No leitmotif to be heard here. It’s brilliant if you ask me. 
And here’s something I noticed: for the most part, whenever we hear the leitmotif it’s in B flat major. When we hear it played on the harmonica—in the subway, on the train, and at the end of the game—it’s in B major. This scale shift, known officially as modulation, serves to make the melody more cheerful-sounding and hopeful. 
I would also like to add that during this scene, the screen in the background cracks in a way that visually parallels the peach tree that is present during flashbacks. 
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Some time later, we see Mari again, standing over a grave in the idyllic hills where she used to live. She leaves a flower there. 
The ground shakes and Mari looks up as a military helicopter flies overhead. She puts on a gauntlet of some kind, closes her eyes to collect herself, and runs off, shooting a grappling hook from her glove. She’s moved on from her father’s death and has chosen to follow in his footsteps, joining the military and even designing a grappling hook reminiscent of her father’s Chain Arm. It’s a great conclusion to her story. 
After that we see the title card and credits roll to Ending Means Starting Again. We see some scenes of events occurring after the events of the game, like Mago City being evacuated once the factory is deemed too dangerous and Mari joining the military and cleaning out her apartment. 
Overall, SANABI is a fantastic game and I was glad to talk about it with y’all. If you don’t have the game, I hope you’ll consider picking it up or watching a playthrough, because to me it’s a masterpiece. I’m really excited to see what the game’s studio Wonder Potion will do next. Speaking of which, where’s the DLCs they announced? People on the official Discord are already making Silksong jokes—[PROGRAM HAS BEEN SACRIFICED TO TEAM CHERRY TO SPEED SILKSONG DEVELOPMENT]
Footnotes
(1) “산나비” in the original Korean, lit. “mountain butterfly.” The game’s English release was originally gonna be titled “SANNABI: The Revenant,” matching the Korean title’s Revised Romanization, but the game publisher’s localization expert told them that “SANABI” was better. 
(2) Officially known as the Brigadier General. The General is never given a name in SANABI proper.(*)
(3) If you try to walk away from the house multiple times, the daughter will get fed up and just drag you to the house. This nets you an achievement, by the way, titled “There is nowhere to run.”
(4) ㅓ, written as “eo” in Revised Romanization, is designated with [ʌ] in the International Phonetic Alphabet and is known as the open-mid back unrounded vowel. It is pronounced similarly to [ɑ], the same way “o” in “got” is pronounced in Standard American English. It is not pronounced “ee-ah” or “ee-oh;” it is one vowel sound. If you know Koreans with “eo” in their name, they are probably endlessly annoyed by English speakers mispronouncing it. 
(5) Honestly, if PlayFrame hadn’t covered this game in a one-off (later expanded to a full playthrough, which is the same one I linked at the beginning of the post), I would not be familiar with it. It was Dan’s praise of SANABI that compelled me to check it out, and now here I am, writing an absurdly long, rambling essay about it. By the way, when I learned Dan decided to do a full playthrough of this game, I actually screamed. Like out loud. 
(6) Reread footnote 4. Yep. Go back and reread it. 
(7) Kang Seon was namedropped by Cheol and the boss earlier. The achievement you get after you defeat him confirms his name. 
(8) If you’ve seen this video about the prevalence of god-killing in JRPGs, Korean media’s all-consuming hatred for the rich applies a similar principle but minus the false god metaphor. Moony also made a two-parter about the Korean gacha drama and explains Korean culture and history far better than I ever could, so make sure to give those a watch. 
(9) There’s this whole system of rules about funerals and grieving in Korean culture that I don’t want to get into, which were an even bigger deal in the days of the Joseon dynasty to the point where how long a royal wore mourning clothes was a huge political deal. Really. I made this footnote just so I could bring this up. 
(10) You have no idea how tempted I am to call them murder drones. 
(11) *ahem* Intelligence acquisition, as Mari would insist. 
(12) “나일론,” romanized “Na Il-lon.” Elon Musk is known as “일론 머스크” in hangul. Cheeky. Apparently the reason why this game has a reference to the evil overlord of Twitter is because one of the game’s Tumblbug (basically Korean Kickstarter) backers thought Director Na’s original design wasn’t memorable enough. (Source if you want it. It’s pretty funny.)
(13) The General also tells her to cut the small talk, but Mari points out that’s two conditions. She’s right, you know. 
(14) There’s merch for Mach Hedgehog, the Legend of Greenhat Boy, Mega Uario, and Time Samurai. The last one’s a reference to Katana Zero, from which SANABI draws inspiration in the form of dialogue presentation and art style. 
(15) Watching people hypothesize about a story that you already know inside and out and seeing what they get right and what they get wrong is so immensely entertaining. 
(16) This includes a scene where Mari gets attacked by pigeons. Are the pigeons in Korea particularly nasty? (Yes, apparently.)
(17) This image also mentions a haetae (해태) in reference to Justice’s mask. A haetae is a mythical horned creature that represents… you guessed it… justice! 
(18) I’m pretty sure this is another early development thing like the missing houses from earlier. 
(19) Since the setting of SANABI is some kind of cyberpunk alternate history where the Great Joseon State is still a thing, we can safely assume the Royal Court refers to the government. As we will later see, the Royal Court is terrifying. 
(20) Unfortunately we won’t see him swinging around as a dinosaur. I’m still holding out hope for the DLC. 
(21) According to Mari, it was faster to replace the whole program than to stop the attack function. But that sure is convenient… 
(22) I timestamped the link to line up with what plays in the cutscene. 
(23) Well, at least that’s how I choose to interpret it. And I’m writing this dialogue in a semi-prose format because yes. 
(24) I don’t really mind Yahtzee or other people not liking this game, because everyone’s allowed to have their opinions and if they don’t like this game then fine, whatever, it’s not the end of the world. On the other hand, this is my comfort game and anyone who says it’s bad can duel me at high—[PROGRAM DELETED]
(25) Presumably like the nine familial exterminations, but worse. An unthinkably harsh punishment, even for the historical Joseon State, which is saying a lot. Joseon monarchs were up to all kinds of weird and horrific nonsense. 
(26) “아가씨,” romanized agassi, is a polite way to refer to a woman younger than the speaker. “Young lady” or “miss” would be a rough English equivalent. 
(27) This is followed by her grabbing Mari’s gun, breaking it, and giving Mari a slap upside the head. 
(28) Yes, this was made by the same person who did the LP I linked above.
(29) He strikes this pose a lot. Like to the point where my friend and Tumblr mutual Some started calling it his prissy head tilt. 
(30) While live reacting to the game, Some noticed how short the General was compared to the other military folks, so on a whim I decided to calculate the heights of some of the characters based on the height of an average Korean 8-year-old girl. The General comes out at 177 cm/5’10”, which is slightly taller than the average Korean man. Baek comes out at 225 cm, which is like, nearly 7’5”. That’s like basketball player height. Of course, that’s assuming the daughter is average for her height, and given her small stubby legs I have reason to assume she’s short for her age. We’ll never know unless we’re given a canon height for one of the characters, in which case I’ll be ready. 
(31) “의금부,” romanized Uigeumbu, was basically Joseon’s judiciary police and were responsible for arrests and interrogations of high crimes such as treason. They operated directly under the king’s control. 
(32) “Hotae Baek” and “Isun Song,” according to the original Korean, would be pronounced [ho:tʰe̞:pe̞k] and [i:sʌ̹n:soŋ] in IPA respectively—although keep in mind the surname comes first in Korean, so really it’s [pe̞k:ho:tʰe̞] and [soŋ:i:sʌ̹n].
(33) Lost in translation, if you will. Hehe, get it? Cuz this game was translated from Korean, and—[THE PROGRAM HAS BEEN DELETED FOR MAKING A LAME PUN.]
(34) The researchers always knew there was a gap in the project’s memory, of course. They had, however, assumed it was dissociative memory loss. A subsequent analysis revealed the pattern of memory loss was different from that of dissociative amnesia, as if the project’s memories had been purposefully removed. 
(35) The head researcher says that removing such an important concept could cause the personality to collapse, and making them forget the concept is nigh impossible. However, creating a sense of inconguity is fatal to the stability of the character (is this what happened to Justice on top of attempting direct control?), but the head researcher is confident that the project’s sheer hatred will cause him to ignore the incongruities. 
(36) Director Choi doesn’t like these exceptions, but the head researcher is like, “There’s, like, five exceptions in the filter out of all the human beings that exist. What are the odds of the project encountering these exceptions during operation?” Well… 
(37) The Republic of Korea’s national animal is a tiger. Tigers are everywhere in Korean art, too; feel free to browse this at your leisure if you’re interested. 
(38) Plus, you know, the fact that our robot here is super illegal, meaning that if anyone helps us it’ll constitute treason. He has to make this journey alone. 
(39) Far as I can tell, these are Mari’s thoughts and/or ventings. Feel free to interpret them however you want. I’m also just… incredibly tempted to try and mentally recreate whatever the devs’ vision for this game was near the beginning of development to try and figure out how they’d fit in these segments in the context of a metroidvania. But I won’t spend too much time on these hypotheticals, because at the end of the day, SANABI is the game we got. 
(40) There is also a giant sarcastic robot. 
(41) Arguably for the third time: first when her father changed after her mother’s death and second when her father died. 
(42) Not counting the five-star rank of 원수, or “General of the Army of the Republic of Korea,” because it has never been given. 
(43) I just realized that the honorific Szeth uses for Nightblood (“sword-nimi”) in The Stormlight Archive is probably based off the Korean -nim. This would make a lot of sense given Brandon Sanderson learned Korean when he was doing missionary work in the ROK. This comment has nothing to do with SANABI, I just wanted to say that. 
(44) I checked the Korean just to be sure, because the connection isn’t obvious in the English translation. Mari does use the term “대장님” in the intro cutscene. 
(*) This isn't technically true. If you're here because you followed up on the asterisk from footnote 2 and have not seen/played the game in full, I suggest you scroll back up, read the entire post, then come back here and place the following text through a ROT13 cypher: Va gur tnzr’f bevtvany Xberna, Znev vf xabja nf “금마리,” ebznavmrq nf Trhz Znev. Fvapr fur’f gur Trareny’f qnhtugre, jr pna nffhzr gung uvf fheanzr vf nyfb Trhz.
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stemmmm · 4 months
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Stem's Thoughts on Harvest Moon GBC3
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Harvest Moon GB1 has a mechanic called “Harvest Sprite Help” which lets NPCs take over the work on your farm for you. I criticized it heavily for the way that it took control away from the player by encouraging a style of gameplay where you turn the help setting on and then leave your game for real life hours at a time to effectively play itself. What if there was a way you could have someone else work your farm while you can still have fun playing the game though? How could you make this mechanic work?
Generally my rule when I play a new one of these games is that I have to go in without knowing anything about it, or at least as little as possible, since I've absorbed some knowledge for the older games via cultural osmosis. I don't fully know why I broke that rule for this game, but I'm grateful that I did because everything you do here hinges off of one choice you make the instant you start your new file: will you play as a boy or a girl?
Gender selection in this game is not just an aesthetic or story choice, but a mechanical one, too. Each character is given access to different tools and is expected to do a different type of work on the farm– the boy has all the basic crop-farming implements, and the girl has all the tools for animal care, plus a few farming tools that lack the ability to be upgraded. This makes it pretty hard to do the work of the other gender from what you selected, but that’s not an issue because you aren’t meant to be doing that work anyways, they are. Whichever character you don’t choose will live on the farm to work with you.
Before you start your day, you’ll need to talk to your partner and tell them what you would like them to focus on. It’s not too complicated with the girl because you can just ask her to do general things like get milk and eggs from the animals or pet all of them, but when delegating work for the boy, it’s as complex as telling him what to do on every 9x9 section of the crop field. This isn't the first game to have work delegation, you could argue Harvest Sprite Help was the same thing, and Back to Nature had you asking Sprites to assist you as well, but this is definitely the most thought out version.
The story
The premise of the story is that the boy character and the girl character are coming together to save an old farm like usual. The difference here is each character's relationship to the farm. 
While HM64 was a sequel to SNES in that all the characters were the descendants of the original cast, this game is a sequel to GBC2 in a more literal sense. The boy character is literally the farmer who saved the farm in GBC2, called over to do the job again. He even makes references to characters from that game as if they're his old friends. It feels a little awkward narratively, since he saved that old farm from becoming new development just to abandon it again, like what benefit does that bring to anyone? Who knows. It doesn't matter here.
The girl on the other hand actually has a relationship to this farm. When you choose to play as her, the game opens with cutscenes showing her as a small child watching her father work the fields. In the current day of the game, her father has died and we enter on a scene of her arguing with the mayor that she can take the farm over, but to no avail. What wins him over is that someone else brings in the boy and proclaims he can save it instead. This is accepted without question, but at least he’ll let you live with him in your own house and pick up some of the slack. This game has somehow figured out how to turn sexism into a mechanic as well.
The girl is only expected to care for the animals, a very simple task compared to the hard labor of working in the fields. There is also only one way to get married in this game, and that is to marry your partner on the farm. If you’re playing as the girl and decide to get married, your game ends. Playing as the boy, you can keep going and even have children, but marriage for a woman is game over.
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All that said, my choice was actually to play as the girl, and I think it was the superior option, at least in terms of having a good gameplay flow. You may only be supposed to care for the animals, but you still have all the tools you need to grow crops, they just aren’t the best. At the beginning of the game, your partner usually isn’t very good at their job. For me, this manifested in the boy doing effectively nothing. The game started with me doing every last bit of work on the farm– planning the field, buying seeds, weeding and clearing the field, plowing, planting, watering, caring for the one cow you start with… It was basically just the same as every other farming sim. The difference is that by the time I was sick of that grind, the boy was competent enough with his work that I could just tell him what to do and go about my business. 
A management sim
It took a minute for the management part of the game to kick in, but once it did, it ran like butter. Sure, I would have had better tools to work with had I picked the boy, so it wouldn’t be so labor intensive once I got to that point in the game playing as him either, but I still much preferred assigning him the work rather than actually going and picking every single crop. It feels a lot nicer to go out and buy the seeds while I know he’s harvesting the grown crops so I can tell him to plant them himself the next day. It also meant that for the first time, I was giving almost my full attention to the animals. They don’t have any more nuance to them compared to the usual, but I did feel inclined to keep more of them and actually try to care for them the way you’re told to. On top of all that, the boy has nothing to do in winter because there aren’t any crops that season, so at least the girl has year-round work.
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I really think that to play as the boy and have to take care of all the crops actually would make the management part of the game a little overwhelming, because there’s a lot more to it than just delegating work. Your farm is located on a small island off the coast of a city, and because of that, the only way to get to any shops to buy things for work is by taking a boat to the mainland. This wouldn’t be so much of an issue if it weren’t for the boat only running two days of the week, assuming good weather. This means if you’ve got five days left in the season and you want to buy a crop that’ll grow up in four, if it’s raining on the last day you can go to the island, you’re straight out of luck. If you make good enough friends with some people in the island village, one of them can let you use his old fishing boat which lets you access the mainland whenever you want, but you’re unlikely to get that until you’re a year or so into the game. This limit makes the start of the game really complicated– in a fun way.
Shipping your produce isn’t limited by boat availability, thankfully, since your produce can rot in the storage shed. The shed is where you can hold up to 99 of every type of produce for about a week until it starts to go bad. No one automatically comes to pick up your goods like in other games. Instead, there’s a phone in your house that you can only use to call into the farmer’s union and tell them that you want to ship something. This works for one item type at a time though, so you’ll have to make a whole lot of calls if you have a lot of different things to sell. I tended to try and leave things to sit as long as I could just to make fewer phone calls. It also only works while the union is in business hours, but this is a problem I ran into more often very late in the game when I ran out of work to do early in the mornings before the union even opened.
The goal
Speaking of work, the goal you’re aiming towards isn’t something that you know straight from the beginning. In fact, for a short while playing the game, I was under the impression that there was no “goal” or real endpoint at all, because it seemed to be the case that the farm wasn’t in jeopardy at all with the two of us in charge of it. It turns out my feeling was true, because this is one of the few early games where there is no failure state. There is a winning state which is presented to you once you’ve gotten a little bit better of a relationship with your partner. You need to have three of each of the four types of animals (you have room to keep eight of each type), and you need to ship 300 crops. By the time this was brought up to me in the first summer of the game, I’d already shipped well over that many crops and had the requisite number of chickens. 
The more challenging part of the goal is definitely the animals, as they all cost money which can be a pretty limiting factor, especially early-game, but I should also note that when I’d already destroyed the crop goal, that was without any help from my partner, because he still completely sucked at gardening at that point. The game is made pretty easy to play though the task management system, but it’s also made a lot easier thanks to the way its menu works. It’s the first time I’ve seen a Harvest Moon game use a Pokemon-style menu with a dozen different options that let you check everything from your tools, to your inventory, to the individual statuses of all of your animals. Actually, this might be the first Harvest Moon to actually let you know how well your animals are doing in detail, which is really handy. The menu also lets you choose between tools on the fly without having to go back to your house for a toolbox, which makes working the field way faster than other games, at the cost of having to constantly go in and out of menus because there’s no quick-swapping function. The inventory is also the biggest it's ever been from the beginning at nine slots, including whatever you’re holding in your hands, so you’re able to carry a full seed bag’s worth of harvest back to storage at once. All of this mixed with the fact that you aren’t time-limited to make sure everything is shipped before 5PM means you’re free to work both more efficiently and more calmly to get way more work done than in previous games. The only risk is that the storage shed only holds 99 of each item, so you can lose a lot of harvest if you don’t pay attention.
The rest of the game
Other than that, there really isn’t that much else in the game. This is the first entry to have no character portraits for anyone, so even if there are other NPCs that you can build some small relationships with, it’s very hard to connect. The game exists on a tiny island with a small village of about six people you’re able to talk to every day, and you’re able to boat over to the mainland where you can talk to people and shopkeepers in the mall, but the relationships are pretty limited to only a few events for people in the village and a quest each that can be given to you by the shopkeepers. Don’t get me wrong, there is some story you can run into with a couple ongoing narrative threads, the biggest being something to do with a mysterious mermaid who you correspond with through messages in bottles found on the beach, but for how big the world is, I personally expected a fair amount more than there was.
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The island that you live on has five different zones that you can visit via map selection: your farm, the village, a cliff where you can see the mainland from, a mountain path, and a labyrinthine forest. The cliff really only comes into play for a fireworks-watching event with one of the villagers, the mountain exists mostly as the only place where you can find forage to sell or gift, and the forest hides a good lake for fishing but also comes into play for one late-game event, if you manage to run into it (I couldn’t get it to trigger). The mainland works the same with its five shopping areas: the port with a weekly farmer’s market, the Farmer’s Union, the shopping mall, the movie theater, and the aquarium. Each of these areas has a good deal more going on than the island, though.
The port is obviously where you go to take the boat back to the island, but off to the right there’s an entrance to a farmer’s market area that’s only available to enter on specific days– notably, days when the ferry doesn’t run, so this isn’t something you can experience until you’ve gotten your own boat. It doesn’t work how you’d expect. The idea is that you’ll be standing at a stall with everything in your inventory on offer and people will come up looking for something very specific. If they don’t find that one thing, they’ll be disappointed and leave. Their requests aren’t locked to any season either, so someone can ask for corn in the winter, and you’ll just be out of luck.
The Farmer’s Union sells and buys animals, sells farming tools and specific seeds, and can give you part-time work which usually is a specific request to ship a certain number of a given item. It also has a bank to store excess money, which is easy to have in this game. Anything that you can’t find at the Union you can find at the mall, which sells seeds for vegetables and flowers, food, special tools, and books which teach you special tricks. The books are mostly there to teach your partner new ways to do things. For instance, I could buy a book that taught my boy to plow in a U-shape, but by the time I had the kind of money I could throw around at things as frivolous as books, he was already competent enough to handle a field full of 3x3 squares without issue.
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The theater is just a place where you can watch short movies, but the aquarium actually gives you something else to do. It’s empty, much like the aquariums of the Animal Crossing series, so the owner requests that you go to all the different areas you can find and catch a variety of fish that he can populate his tanks with. This quest was a life saver to me when I completed all the goals given to me well before it was time for the game to end. There’s the river on your farm, the lake in the woods, the beaches, and the open ocean to fish in with a decent variety of fish to catch. It’s tedious and random, but the fishing mechanic is the usual timed-press type, so it wasn’t too hard, and once you’ve filled up the tanks, you can see whatever fish you caught swimming around in them which felt very rewarding!
Criticisms
If I had to criticize this game, I would say that it’s a little bit too easy and it doesn’t have enough going on narrative-wise. This is a pretty light criticism though, because at the very least, because of how easy it is, it never overstayed its welcome. This is probably the fastest I’ve ever managed to beat a Harvest Moon game and that’s definitely because it does half the work for you through the management aspects. Given my complaints about GB1’s help mechanic, it’s easy to assume that this would be a massive downside to this game, but I think the reason why it works here is because it never takes the control away from the player. It never encourages you to put the game down and let it play itself. Instead, I’m still an active participant who’s in control of everything going on on my farm. That feels good to me!
Between the management aspects and all the new things the game is playing with like the irrigation and scarecrows and new crops, I feel like this game was actually interested in doing something new and different with what farming mechanics are and always has been.
For lack of better way to get to everything in a succinct manner, here’s a list of things that show up which, as far as I'm currently aware, never return in mainline Harvest Moon: 
Pet selection that includes falcons and pigs (or either being things you can have on your farm at all)
Digging out irrigation
Sprinklers (that use this irrigation)
Scarecrows
Produce rot
Fertilizer (that’s made from the rotted produce)
Boating
A bank to store excess funds
Buying books to teach you new skills
Snowboarding minigame
Male animals and animal breeding that requires having one of each gender
Fish collection on the level of the Animal Crossing museum
Multi-seasonal crops (wheat, rice)
Things that are new here that I know come back: 
Horse breeding
Farmers market
No shipping bin (manual selling)
Part-time work
Saving the game anywhere you want
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With all these crazy mechanics, this is the type of game where you need a manual that comes with it to tell you what to do. Fortunately for me since there was no chance I'd get one, this is the first game I've seen with a dedicated fansite detailed enough that I think it actually covers every single aspect of the game accurately, and that's obviously because the mechanics actually have something going on for once. If you’re curious about what all of this is, I highly recommend either playing the game or at least checking out the site to see what’s up with them.
I am infinitely charmed by the sheer quantity of weird stuff this game tries out. Truthfully, it makes me a little sad that none of it seems like it ever went anywhere based on the state of modern farming sims, not just because I wish more games would reconsider what farming mechanics could be, but also because some of this stuff is really cool and fun to consider!
I think the path of progression through this game is fascinating, and could work magnificently if it was just tuned a little bit better. The beginning of the game is incredibly hard between the lack of energy, incompetent partner, mess of a field, and hard time limit on when you’re able to get seeds to earn some money with, and I think that early game struggle is truly the most fun part of farming sims. The number of barriers keeps you in that state of constant fighting a little bit longer, but I do feel like as soon as you get a little bit of leeway, everything cascades into becoming infinitely easier. The point where you finally have a perfectly clear field, a partner who can actually do some work, and a boat to get to the mainland on your own can hit all at once, and once you’re there, the challenge is all gone. I don’t think that this point shouldn’t exist, because it’s part of what makes this kind of game satisfying in the end, but I think it could have been reworked to keep some of the challenge a little longer. At the bare minimum, they could have added some expensive items to buy at the end of the game that aren’t just stuff that generates more money like cheese makers and such, because I have no reason to try making more money when I already hardly have anything to spend it on.
Conclusion
In the end, I just think this game is neat. I don’t think it’s the best game out there, it’s certainly lacking most things I look for in farming sims (narrative), but it’s still a lot of fun to play, and even if you don’t like it very much, it’s over in a flash. If you’re the type of person who wants to make a farming sim of your own or someone who’s just interested in weird farming mechanics, I seriously insist that you should check this game out because it tries so many different things. It’s a fantastic thing to study if nothing else.
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klysanderelias · 2 months
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(part one here!)
Today's installment will be all about my absolute babygirl of the Beam Saber game, Briar Finlay. She's the character I've spent the most time thinking about, the one with the most characterization and planning, and the one that probably no one will actually interact with 😭
First we have a piece from @anaizzzen-ut, a stellar artist who did amazing work with this one.
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Briar is the leader of the shipboard security forces, and the whole idea of her character is how much that job sucks when you have teams of mech pilots. She's a footsoldier with an EVA suit and a non-penetrative gun in space, where she's the last line of defense for the ship and also the line of defense most likely to die messy, painfully, and slowly. In a couple of these commissions, she's wearing a rebreather mask - in a boarding action long before the campaign starts, a fire started and her suit was breached by the fighting. Due to smoke inhalation, but more importantly the toxic chemicals released by sensitive electrical components and complicated sci-fi materials burning, she suffered extensive damage to her lungs. Luckily there's a certain amount of sufficiently-advanced-equals-magic medical technology, so she survived, but she still needs supplemental oxygen regularly and fights with a full life-support system in her armor to keep her from suffocating, having seizures, etc. I love the smoking aesthetic but in absolute reverse using medical oxygen.
Another gorgeous piece by @nanariemi - the colors in this one are just spectacular.
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Briar is such a fun character to rotate in my head because there's so much strong characterization that comes so naturally out of her concept as a combat character who is completely helpless 90% of the time. She can't do anything to protect the ship from other ships, and there's basically nothing she can do about enemy mechs. And of course, there's the issue of survivability - a mech pilot can have their mech melt down around them or explode in a fiery cascade but still eject and make it back home without a single injury. I'm so compelled by having a ttrpg campaign where all the players are mech pilots, and they're having to deal with this angry, rude asshole who has an extremely valid point - they don't have the same skin in the game she does, but they're the vaunted heroes and she's in the trenches. And I think a lot of good mech fiction makes that distinction - making comparisons between the gods of the battlefield and the little people underfoot, but also challenging those roles. Mech pilots literally CAN'T do the job she does. All that armor and missile pods and whatnot aren't going to keep all the people on the bridge from being shot by a normal-sized guy with a gun.
And here's another piece by @dhurain, of Briar in a quiet moment,
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I think ideally I'd like to have an arc for Briar where she grows to respect and care for the PCs, while they open up to her and show her respect as well. I think it would be such a good roleplaying experience and a great narrative to have the characters have to rely on each other and see each others' strengths when the first interaction would be something like her disdainfully calling them 'toy soldiers' or something in passing in the hallway. And I think Beam Saber has enough interplay between the in-robot and out-of-robot gameplay that you could have scenes where the pilots are out of their mechs and having to fight alongside her, or where she's providing some sort of ground support for one of their missions and suddenly the lethality of mech combat to everyone not in a mech comes to the forefront.
There's another commission of her I have in the works right now that I won't post the WIP for but trust me, I'll be blasting that thing around once it's done because it looks great so far.
Anyway I'm love her your honor, she's my babygirl and I'm trying to spread out the commissions so it's not just ten of her and one of everyone else. And I'm doing okay! I only have... four... so far...
Finally, another cute thank you sketch from @dhurain!
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moyokeansimblr · 9 months
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I uh...might have done a thing. 😮
Yesterday I went downloading for like 7 hours... I went through the poppet hairs tumblr all the way as far back until before v2 was made and opened tabs of every creator there was and downloaded 1000+ alpha hairs in poppet v2 textures/colors. Then today after weeding through and deleting anything I didn't actually like and/or duplicates I've ended up with 658 different hairstyles. 👍
Why did I do this? Well, three primary sources are to blame. 😆
how freakin hot acottonsock's ajay loner is (this is actually the catalyst)
keoni's gameplay pics
kayleigh-83's gameplay pics
But also I've always kinda wanted to try poppet hairs 🤔 in fact I did try this exact thing a few weeks ago but my download sample didn't convince me so I kept using clay. Then platasp released her defaults which tbh I feel a little bad about giving up on already but I've been losing interest in clay for a while now I think actually. the defaults gave them a bit more life but I'm not quite so sure atm.
Back in the day when I used more realistic cc my primary hair system was pooklet/io/digi etc but back then I also downloaded anything and everything. When I first switched to maxis match I started with NHS but at the time there wasn't enough styles in it for an addict like myself and I ended up switching to simgaroop. Then I switched to using only clay hairs in eaxis colors. But I've always kinda liked poppet's colors and wanted to give them a shot. I haven't downloaded any defaults yet (although I know rudhira and loosiap will have me set) because I just wanted to focus on custom to start.
I haven't yet put them in my main game so everyone in Strangetown still has their clay hairs atm (and obviously will for the rest of what's currently in my queue) but my plan is to make a backup of the hood and label it clay and then go in and give everyone new hairs and see how I feel. In the meantime, here's my fav cc model Ben with kewai-dou levi. It's the only hair I specifically searched for by name to make certain I had because it's been my favorite alpha hairstyle for years idk what it is about it but I needed to make sure I had it if nothing else.
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So yeah... I guess new cc hair aesthetic just in time for 2024? I'll still be keeping all 500+ clay hairs in a backup so I can answer any wcifs and obviously in case I've made a terrible mistake and wanna switch back 😂
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In Defence of Super Paper Mario's Gameplay and Design
Super Paper Mario is commonly referred to as the "Black sheep" of the Paper Mario games, segmenting the original "good" Paper Mario games and the "bad" Paper Mario games. 
The first thing that I thought the first time I picked up Super, without any pretext of the game in advance, is.... that it looked bland, simple and boring.... Though...Upon playing the game...I was met with the most unexpected experience. The simple design of Super Paper Mario drastically juxtaposes the, by proportion to the previous Paper Mario titles, much larger story beneath it. 
The simple gameplay, the simple design, help keep a player in line with the belief that this is a "Mario" game in an original way to how the previous titles do. The previous titles get away with a non conventional Mario type of gameplay because it still attains attributes that you can identify with "Mario". More of the NPCs (At least a lot of them, not all of them obviously) are traditionally Mario, the engagement with the game, regardless of the unique locations, still feel like Mario. 
But with Super...It doesn't really have that. It really feels like one of the developers had a fever dream and was ademant to make it into a game, but then realised last moment that Mario had to be there- The platforming element is something more traditionally Mario, it's one of the few factors of the game able to keep the player able to connect this game with "Mario" and by giving the game its own identity. 
The game being entirely 2D instead of the 3D world with 2D characters also helps to distinguish the game with its own identity, and I feel the geometric digital aesthetic compliments this vastly simplified execution of gameplay. Had Super been an RPG game like its predessecor, while, yes, it would be more in line with the prior titles, I also believe Super would be seen as even more strayed away from what Mario IS as a whole because it doesn't have anything else "Mario" to fall back onto...Also Super wouldn't be its own thing, it would be naturally linked to the originals' identity instead of having a unique one of its own. 
I also see quite a few complaints regarding the geometric design of the characters, especially the NPCs and I would like to provide my opinion on the matter. Mario characters are typically not geometric. They're rounded. Shape theory dictates that this more rounded design leads to more approachable types of character design. Super is filled with practically entirely edged characters, especially the antagonists, these edges activley enhance the characteristics of the antagonists. I've done a more detailed analysis of this topic on an earlier post.
The NPCs being bland and mostly uncharacterised, along with the partners isn't something I particularly see as a problem either, this works in Super's favour. Super is a game about the destination, NOT about the characters you meet along the way. The story is concentrated on a constant focal point that gradually increases development over the course of the game. More attention is focused on keeping the narrative of the game focused on the villains and your heroes. Thousand year door is a game about the adventure, not necessarily about the destination directly (of course the destination is important, but people usually remember the amazing partners and journey MORE than the ending itself, at least I think, if not, I apologise). The main villains are relevant to the story, but Mario going on an adventure is more prioritised by the developers, so naturally a developing party cast and detailed NPCs are more important than an expanding overarching narriative (Not to say TTYD doesn't have a narriative, but just to say it's less prioritised, just like how Super doesn't prioritise NPCs and partners, even though they are still present)
If there is one key complaint of the gameplay that I DO agree with, it would be the bosses. The stakes are demolished when using the infamous Bowser and Carrie combination- It makes some of the serious moments, specifically the finale, far less impactful. If the final boss had a timer and an actual fail screen where you see the ruins of all worlds...Or something to that extent- if you happened to die in that final battle, I feel the stakes would be far higher- 
Another complaint I agree with would be the world design in some areas. It's a bit inconsistent, albeit charming. I'm not particularly a fan of Ch1's rushed transition between the grassland and the desert, nor of Ch5's bleak dryland aesthetic or Ch3's odd transition between the bitlands and Francis' castle. Having the areas be perhaps tied to the colour of the pureheart along with the areas themselves bing quite consistent (Like how Ch8 was all in Castle Bleck, Ch4 was all in Space , Ch2 in Merlee's mansion, as an example) probably would have bettered the design.
Overall, I think the game Super Paper Mario is a very well designed title, along with the rest of the series, though this one in particularly stands out to me. The series has a lot of diversity and appeals to an array of different types of people depending on what they personally value in a video game. I love all of the titles very much, despite how different they all are. Thank you for listening to my extensive discussion. 
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kafus · 7 months
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gen 3 has really transformed for me in general in recent times. i started playing pokemon with gen 3 (specifically FRLG, but i did also play RSE and even colosseum as a kid eventually) and i was completely autistically in love with it, but was bullied for it pretty severely at school ("girls shouldn't like pokemon" or whatever, it was the early 2000s) and i didn't know anyone else in real life who was into pokemon, so i never got to do any of the link cable features, which were pretty essential for getting the full gen 3 experience - i couldn't even complete my kanto pokedex on FRLG no matter how many times i played it, i didn't have the hardware to trade with myself or anything
then gen 4 came out and revolutionized the series with wi-fi stuff, i remember literally getting emotional and crying when i tried the wi-fi plaza in PtHGSS for the first time because seeing so many people into pokemon from all over the world in that little lobby meant the world to me even though i couldn't actually speak to anyone. despite pokemon being such a massive franchise you could have convinced child me that i was practically the only person playing it because of how lonely i had been prior to gen 4
i reiterate this Sad Backstory(tm) that i've talked about numerous times to contrast it with what gen 3 is to me now. as an adult i've finally made friends who are also into pokemon and it's really made me come out of my shell, both online... and in person, when i get the chance. gen 3 now represents tangible experiences with real people like it was supposed to be when i was a kid. despite not getting to do so often due to all my friends being online and having to travel and stuff, as an adult i've finally done a few trades and stuff with people in real life over link cable, and those pokemon represent physical, real life memories. it is meaningful to me that i've finally reached that childhood dream of simply connecting with someone enough to play with them in this game that means so much to me that is only possible through a real life interaction
i've also learned a lot about gen 3's postgame, glitches, and a lot of other really technical stuff which has expanded my ability to play the games and the things i can do in them other than resetting ruby or leafgreen for the millionth time as a child and as a result i have a lot of playtime in gen 3 and various accomplishments that i'm still very proud of and happy with. and of course i have a pokemon that was name after my late friend who passed away recently, that was named that while he was still alive...
idk it's just ironic that something that once represented my lack of connection with people and my loneliness now fills me with feelings about real people who i love and memories of meeting them in person, literally the opposite of before.
hoenn specifically obviously represents that generation and while i still have some complaints about the main campaign (the latter half of hoenn is a genuine slog, i rarely enjoy playing through it) my experience in emerald's postgame and the general online nerd culture surrounding people still playing gen 3 very actively in current times far outweighs any critical complaint i could have about them as games. my love for gen 3 and hoenn is very people oriented (though really, that gen 3 postgame is amazing if you're insane about pokemon gameplay)
idk i love gen 3 a lot and the tactile nature of it. i love its aesthetic and its pokemon but most of all the people it represents for me. i'm glad i've reached a point in my life where it no longer represents loneliness
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videocookieseng · 8 months
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The next installment of Marvel Vs Capcom is here!
And it’s made by fans!
…Wait, what?
It’s been quite some time since the last game we got from the series. As many know, Marvel Vs Capcom Infinite left much to be desired; however, despite this slight stumble in the history of these games, everyone continues to enjoy the saga. Yes, everyone, there is not a single person who doesn’t love the MvC titles.
Due to this undeniable fact and the lack of new VS games, it was only a matter of time before a group of (super)heroes took control of the situation. Thanks to their great efforts and dedication, one of the best things that could happen in recent times manifested itself: mods! But not just any mod, these are for the favorite of many: Ultimate Marvel Vs Capcom 3.
It hasn’t been easy to get to this point. Unlike other games, UMVC3 had too many restrictions, and creating a mod seemed almost impossible a couple of years ago. The tools were few, the options limited, and at most, only small aesthetic changes could be made, nothing that would catch the public’s attention outside of the most hardcore fans; not to mention that the PC version was released in 2017, six years after the original on consoles! Today, words are lacking to describe how much these dedicated modders have achieved.
In this post, we will review the timeline of UMVC3 mods, a task that started as a dream and is now a reality, and what a reality it is. Grab some popcorn and keep scrolling, there’s a lot to see!
For a better experience, I recommend reading and watching the videos in the order presented.
Level 1: Cool!
The first mods were simple. Not many changes could be made. As expected, the most basic was to change colors, textures, and music. In the following images, we can compare the original alternate colors of Akuma versus the colors modified by user BruicidalBleathMetal on Gamebanana, on April 13, 2017.
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(Akuma, original alternate colors. Ultimate Marvel Vs Capcom 3).
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(Akuma, modified colors. Source: BruicidalBleathMetal, Gamebanana).
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Level 2: Great!
During this time, it was believed to be difficult to do anything beyond colors. Extra characters? New modes? Yes, sure… modifying the game was almost impossible. But then a light began to fall from the sky and it looked closer and closer and closer… No wait, it wasn’t a light, it was Doom doing a FOOT DIVE.
This is when it was discovered that some VERY small edits to movements could be made; as small as saying that if a projectile went to the right in the original game, now it could be changed to go in a random direction, wow!
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(Arthur’s projectiles here should go forward, but they were changed to be launched in any direction).
This discovery was important; being able to modify movement statistics meant making them better or worse. Where does this lead? To balancing the game! (something that Capcom didn’t seem too interested in, cough cough). UMVC3 is notorious for having very powerful characters. This inevitably resulted in the first major mods focusing on balance, such as UMVC3 Arcade Edition, Project Mahvel, UMVC3EX, among others; different mods with the same goal: nerfing Morrigan, Vergil, and Zero (lol).
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(UMVC3 Arcade Edition gameplay).
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Level 3: Awesome!
Well, we’ve modified movements, can we do anything else with them? Yes! We can alter their properties, swap them between characters, compile them into one. We can give Doom’s missiles to Chun-Li…
Chun-Li with missiles? That sounds familiar…
Here’s how the first “original” characters appeared: Shadow Lady over Chun-Li, Lilith over Morrigan, Orange Hulk over Hulk, and Evil Ryu over Ryu. Unlike previous mods, these characters were not the originals with balance alterations; no, these were unique characters and functionally different from their counterparts, a concept seen in earlier games in the series like Marvel Vs. Capcom 1. These became known as “palette swap” characters (or PS from now on).
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(The first developed Palette Swap characters).
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Level 4: Wonderful!
The beginning of greatness. Let’s get straight to the point; finally, we see our first completely original character*: Captain Marvel, created by Tabs, one of the most important modders in the scene.
*IgnoringthefactthatsheappearedinMVCInfinite,sonotTHAToriginal.
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(The first look at Carol Danvers, Captain Marvel, using the Phoenix model as a base).
This could be considered the true beginning of the scene. The importance of Captain Marvel was considerable, as it would lead to the discovery and development of techniques that resulted in the creation of other original characters like Ken, Cyclops, Thanos, and more.
These techniques involved taking animations and movements from other characters and putting them in one place since creating them from scratch was impossible. You can clearly see how we could have new characters, but still using resources from the same game:
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(First look at Cyclops, using C. Viper as a base).
However, by only being able to use these resources, some… interesting results occurred. C. Viper was used because she already has a movement in reference to Cyclops’ “Optic Laser.” After editing the model and some textures, this is how our favorite laser pointer turned out:
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(Cyclops… your arms…).
But hey! If you squint your eyes, it kinda looks similar, right? (coping).
I can’t help but mention one of the most iconic side effects of this experiment: a hip movement that is quite…*sweats*.
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(Shakira who?).
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Maximum Level?!: Viewtiful!
Cyclops and the others can now shed their old skin and show off their glorious designs they’ve always had. This is thanks to a model importer that was developed. Gone are the days of taking and editing existing models; now, everyone can look as we know and love them.
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(Model importer announcement screenshot).
Here’s a trailer of how the game was looking at the time with all the aforementioned improvements:
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(Gameplay trailer of PS characters with their new models).
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Level 6: Uncanny!
Okay, okay, I know seeing these characters in this way is amazing, but calm down; we’re not done yet, there’s something very important missing in this journey.
Because the modified characters replace their original counterparts, pairs like Cyclops and Viper or Frank West and Ultron couldn’t exist on the same team. Is it because these pairs are enemies who secretly love each other and that’s why they can’t be together? Yes No, the PS characters use the space of an original character, meaning both cannot coexist within the game at the same time. Even if you wanted to have them together, it’s simply impossible.
Or it was! At this point in the timeline, modder Gneiss developed a tool called the “Clone Engine,” allowing him to create new spaces independent of those used by the original cast. Now you CAN have Frank West and Ultron together, the pair of your dreams.
A fun fact about this section is that YouTuber Maximilian Dood, known for his fighting game content, put a bounty for anyone who could develop this tool, and as you can guess, Gneiss was the one who claimed it. Here’s Max offering the reward and here awarding it to Gneiss.
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(Gneiss showing that it’s possible to have two characters using the same space on the same team).
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Level 7: Crazy!
We have everything we need, what more could be missing after so much?
Well… the PS characters are still based on movements from others. Believe it or not, the animations you’ve seen in the previous videos are still not created from scratch by the modders but continue to use the technique of taking animations from the base characters and combining and editing them to create new ones. In their early stages, this resulted in what happened with Cyclops, but after much trial and error, it was hardly noticeable that this wasn’t official game content.
This video from CaliKingz, another important modder for the scene, shows the immense progress made as months passed. He has created characters like Gambit, IceMan, Captain Commando, and many more.
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(Gambit gameplay).
However, now it’s no longer necessary to do this only, and the process is much simpler (at least in comparison), as we finally have:
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(First trailer of PS characters with custom animations).
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Level 8: Unstoppable!
FINALLY! We’re almost at the end of our story, for now. The last thing to mention is that people are working on the next big barrier: creating a stable online mode using Rollback netcode.
Did you play UMVC3 online? Or maybe other games like Smash Bros. or Street Fighter IV? If the answer is yes, then you know that playing them online was like trying to fight underwater, unless maybe you lived near your opponent. That’s what this mod is trying to change.
If you don’t know, in very basic terms, Rollback is a system that makes playing online feel the same as playing offline, without delay when pressing a button, no matter where your opponent is. The system instantly handles latency between both players, making “predictions” of where the characters are when a button is pressed. Yes, it’s somewhat complicated, but the important thing is that it results in a much smoother experience. Games like Mortal Kombat 1, Street Fighter VI, and many more use this system.
Not everything goes as one would like, however. Twitter user HkHaan96 was working on this mod, but then gave us the latest update on this project in November 2023. Despite having successful tests, he announces that he will no longer work on it, and other people would take his place. To date, we haven’t had any news about this, but let’s hope that someday we can have something that gives UMVC3 the online mode it deserves. We thank Hk for his dedication!
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(Demonstration that both versions can be synchronized with Rollback).
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And thus, we arrive at the present, quite a long journey, isn’t it?
Now we can enjoy something that was only fantasies years ago. Remember in the ‘90s when you played MVC1 for the first time in the arcade, and that made you think, “What if in the future I could make Doctor Wily fight against Doctor Octopus?” No, just me? Well, but now it could happen!
It’s a matter of waiting and seeing what more these dedicated and hardworking modders do. Who knows, maybe you can become one and create that dream character. The possibilities are truly “Infinite.”
Thanks to:
- Tabs, for their help with information about the first PS characters. Subscribe to their YouTube channel or follow them on Twitter to see their latest mods.
- Marvel Modded, for their help confirming the mods timeline. Follow them on Twitter to stay updated on the biggest mod “Community Edition,” a project that aims to unite all mods made by the community.
- All modders in the scene, for their great efforts that will keep this game alive for many years to come. The list would be endless if we included everyone, but please know you are all extremely appreciated!
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