![]() You play as Atma, a boy in high school with a penchant for forgetfulness (he forgets who his girlfriend is early on) and falling asleep (with a dream that he consistently returns to). The problem with A Space for the Unbound is that the two sides don’t enhance each other in the same way. In Yakuza, the dramatic and comedic sides of the game enhance each other, developing protagonist Kiryu and the city he inhabits. It reminds me of something like the Yakuza series, where the main missions are deeply serious and dramatic, but the side quests are mostly lighthearted and comedic. The other side is a simple slice-of-life experience where you help the villagers of a small town with their odd, menial problems. One side is the intriguing, consistently weird mystery story that plays around with amnesia, time travel, magic, and consistently hints at some dark themes. There are two sides to this 2D pixel-art adventure game. I wouldn’t say I hated or even disliked this game before the finale, but I was bored by large swathes of it. ![]() It’s pretty much impossible for those last two hours to completely save A Space for the Unbound, but they come very close. Sometimes I get to review a game completely ignorant of its reputation, but here I knew it was already beloved by many, and 8 hours into this 10 hour game I just wasn’t feeling it. As I approached the last hours of A Space for the Unbound I started to dread writing this review. ![]()
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