Games You Played Today The Nonbiri Express '09 (Galaxie ((500×2)−1)) 9小時9人9ゲーム LOOK I MADE IT LONGER: The Power of One

I finished it and people shouldn’t forget about 1000xRESIST

Ostensibly about an in-bred society of clones and their cult, the game really twists around and has you living through a first contact scenario, a fascist regime change, a class war, a diaspora, a pandemic, a failure to remember, all explicitly through the lens of the 2019 Hong Kong protests.

The game uses meagre tools to tell story: text box, camera angle, lighting, and static dolls. A key conceit is diving into the memories of the girl the clones descend from, their God, prior to her arrival in the bunker in which they all now reside. A lot of sections are told like storybooks where you ‘flip the page’ on a scene to see time move forward or backward (or non-linearly) to learn the history of the world by combing through each step of the timeline in detail (you are the Watcher and your job is to watch). Many shift camera perspective to emphasise the immediacy (and sometimes the unreliability) of memory. Some are redacted. Some are without chronology. Others can only provide one perspective. Others are never shown. It all goes a bit Nierways. This form becomes theme as the process of living repeatedly through memory, history, family, tragedy, creates a potent germ of reflection. The writing does an excellent job of interpellating you, priming you for when key tenets are challenged or misremembered or subverted. There’s a poem (a religious text really) to interpret that you encounter fairly early on which establishes the recurring ideas and myths that form the basis of later ones or re-examining past idioms.

This is a really hard game to discuss properly without fully spoiling it. It’s relatively narrative heavy and much of the game-interest stems from how recurring environments and navigation helps formalise some of the plot beats so if that all sounds like a bunch of boring stuff, you should avoid the game. If you want a matrix of themes that’s confidently written every inch of the path, then go play it (I recommend talking to all NPCs when the game prompts you). It’s about 12 hours. It’s stuck in my thoughts and so here’s my thought dump for the rest of you.

SPOILERS

The memories go much deeper than the teenage girl godhead (Iris) the clones all worship; eventually you access memories from before her birth and Iris’ own mother. I thought the scale of the game was going to be much smaller than it was because of the patterns they establish in the first five chapters. There are six sisters who oversee all other clones in this facility and you play one of them. The initial chapters have you revisiting a specific portion of memories with a specific sister so you can kind of countdown until the end of the game. The game begins with you murdering Iris and implies it will end up there. It actually plays out the consequences of the murder for the society you’ve spent five chapters learning about. Now you get to jump into the future with memories of your own. You take on a new player character (Blue), years later, in the same society but with a different political regime.

Neat things:

  • There’s a section where you play out Iris’ memories leaving her parent’s flat after the Canadian government identify her as the only immune human and imply she has to take a one way ticket to research subject. Her parents initially refuse and it’s a source of tension. You play this section in first person and the flat is not big. Physically leaving the flat becomes a maze of scenes where the flat’s exit just leads back into the flat, so you have to leave again but with the diorama laid out in a different way. The game recurrently does animates still dioramas forcing you to pass through multiple versions of the same scene in different stages in time. It’s a really effective visual storytelling aid (there’s no animation other than the player’s movement) that I don’t see many games use very much.

  • The background of the dev team is in theatre/performing arts and so the staging in a lot of scenes works well to dramatically pose static characters in lieu of animated cutscenes (think NPC conversations in killer7). This is a long tradition going back to sprites/models pantomiming in whatever FF predated voice acting. Scenes get a lot out of simple character arrangement, poses, tone of delivery, and music.

  • To act as a contextual indicator, you have a floating drone called ‘secretary’ that indicates when you can speak or interact with others. Your boss is the only other person who has a secretary which reaches out to you when you approach them which felt freaky. Like some other videogame character just violating my personal space.

  • Jiao just wanted to be friends ;(

  • The irony of Iris’ parent’s leaving Hong Kong because of China’s encroachment and Iris eventually causing the events that lead to an authoritarian big brother is not the subtlest, but I think it worked for me and kinda needs to avoid equivocation. Not only does Iris end up cruel and frustrated like her mother, frequently turning to angry violence to solve problems or incur discipline. I think the game is basically gesturing that individual and broader social problems are memetically inherited via bad ideas and bad actions. That said, there are a lot of explicit parallels with China and the clone society that some might criticise as bashing you over the head: overpopulation becomes a concern; red is the colour of the post-Iris oppressive regime symbolically meaning blood and unity to mask corrupt authority; Carrie Lam’s own metaphor for herself as Hong Kong’s mother and Iris’ framing as ‘allmother’; repurposing of theatre for propaganda; it goes on. History never gets better.

  • Clones without necessary skills are assigned functions somewhat improperly. Iris (being kinda a dumb and angry teenager) sets the ground rules for all responsibilities in a very simplistic fashion which is problematically inherited. All clones are either military, medical, engineering, research or watching… focused. Colourblind shells are assigned tasks they can’t do, BBF’s idiosyncratic communication style and pacifism make her a bad military leader, the first Watcher’s poor vision. Even just the role of ‘Watcher’ seems kinda dumb when you first play and it turns out it is just a made-up role that everyone kinda retroactively justifies. None of the societies assign function according to merit even though they all claim to and people are effectively forced to take on roles even when they clearly aren’t good at them. Some of the metaphor gets messy with the fact that a lot of character difficulties are implied to be a result of an imperfect cloning process.

  • I mentioned that the voice acting sounded amateur before and you do still get that feeling from it but I think it’s more just voice direction is naturalistic. The whole voice direction changes drastically after you start discovering the truth about a lot of things and it becomes downright cynical by the time of the new provisional government. Watcher’s VA in particular did an excellent job, gets across the understated emotional instability that comes with loneliness really well.

  • There’s a harrowing interrogation sequence which takes place after Watcher’s assassination of Iris which seems to owe a lot to Thirty Flights of Loving. Up until this point most memory sequences stick to one location or time period even if they play out of sequence. Here the game starts to begin its big thesis statement that all memories reflect back on each other as you are slowly gaslit into denying history. The blend of narratives also has one of the saddest dance scenes I’ve seen in a game.

  • After Blue discovers a friend’s corpse shot in the back which the police rule as a suicide, she enters a rage. The camera closes in as we walk back home, and the writers use the objective notification system to communicate inner thoughts. Most of them are terrible ideas and they get abandoned as quickly as they appear. Just a quiet anger racing through how to reach justice under oppression.

  • Prior to the post-Iris takeover, you get a lot of time to freely explore bunker which is a very competitive environment by design to get you to develop familiarity with it rather than zoom through from A-B. This is frustrated further when the new provisional government takes over and checkpoints restrict access in the bunker. Some simple paths just have arbitrary police stopping you. What was free to explore is now a pain because security is suddenly very important.

  • Seemingly minor or joke NPCs are brought back as key players in the final acts. This is one of the reasons why it’s important to talk to every NPC since many of them come back as major threats or provide insight into how each individual is affected. Many are opportunistic and trade one hierarchy for another just so that they can climb the ladder. There’s even a group of NPCs that put on impromptu theatre performances which seem cute at first but later take on really disturbing overtones as they are used in the main plot to reinforce propaganda of the state.

  • It ain’t all great. The train level is a drag, and the long walks remind me of The Fall. Scifi ambitions weighed down by lots of tracking back and forth to interaction points. The game is at its strongest when it is knocking down the dominoes it has required you to (sometimes) laboriously set up.

  • You eventually enact one last plot to end the cycle of suffering this society creates and you do a final ‘end of Metroid’ ascension through the game’s environments where all narrative threads weave a new ‘us’. Every line of dialogue takes on new meaning in this final sprint as key lines from every character and scene make a cathartic reprise.

  • The first contact scenario carries echoes of Lem initially when the Occupants are revealed to have tried their own techniques like creating human bodies (of the wrong scale) and broadcasting memories to communicate with humans. But it does become standard eventually when they talk and the language gap is bridged; it becomes more Darmok and Jalad than Solaris. I was worried they would be dropped completely as a plot thread but the game carries them as a convincingly alien threat until the end. They have no concept of death so don’t really conceive of what they’ve done (chemical extermination of all humans) as tangibly wrong, just an unfortunate side effect of efforts to communicate each other’s memories. They covet memories and just want to preserve humanity as a terrible archive forever through Iris, the only person they couldn’t kill whose tragic life they fetishise for the memories it generates.

  • Secretary has a fairly natural sounding child voice which kinda endears you to it. They do another recurrence of the theme by having the alien ‘Source’, from which it originates, be a parent voice of a mother and father. Secretary, of course, carrying all the memories of rejected mothers, ends up killing its own.

  • The ending shows violence as a solution to long-term political change. You essentially get a Deus Ex Machina to determine which aspects of society you want to keep or remove. If you choose to do nothing when you just get killed immediately by the police and the radical violent contingent within society. You are gently pushed toward eliminating the police and dictators.

I should’ve gone to bed but I’m writing all this stuff. That’s enough gush. 1000xRESIST is motherhood and memory trapping us in pain.

God, it’s a beautiful game. You can feel the Unity engine but there’s striking stuff - screenshots that are also SPOILERS

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So I played through a walking sim/first person adventure game named VideoHole. Maybe 90 minutes long, gets by on vibes, neat flat shaded polygon look, is more or less fine. I decide to check if anyone on SB had played it and written anything about it. Only one other mention, it was by me in ye olde random game names topic. What struck me as when things loaded in and I scrolled down a but I saw a familiar screenshot and it turns out I also played a game I named and screenshotted two days later… and when I went down to check it I noticed that I played a game I named and screenshotted the day after that. That’s three out of four days where one of those games ended up circling around and coming back into my life at some later point (none of the three were bought at the time or put onto my wishlist).

It’s gonna sound silly but that put the biggest smile on my face.

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I played a bunch of Balatro recently and managed to stop after getting the highest difficulty with the starter deck. That represents progress for me. Even a year ago, I’d have torpedoed my sleep for a month trying to “complete” it. I’ve been feeling the urge to reinstall it after work but having it behind me is for the best.

I played some DMC 5 as well, mostly to try out Vergil. He feels a bit sparse compared to Dante and Nero but I think that might be because he’s the only character in his entire campaign, whereas the normal game bounces between the other 3 constantly. Teleporting around is a lot of fun though, and makes actually hitting things a lot easier. I still struggle with DMC 5’s camera sometimes, the perspective has me whiffing combos every so often.

I stopped playing through base game Son of Sparda because Dante was making my hands hurt. I still had all the style switching muscle memory but I think my hands aren’t used to it anymore, especially since I haven’t been playing Starcraft in a few years either. Might try to finish the game as Vergil this weekend but I think I’ve gotten what I want out of it already. Now that Dragon’s Dogma 2 is out, I wonder if DMC 6 is on the horizon?

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Also did you discover this secret here? It’s not huge but it has some stuff I like behind it.

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Hellblade is great. another game I love that gets Last of Us 2’d. People heard some thing about it (it’s got a mentally ill protagonist) and decided it must just handle that poorly, immediately write it off and never think about it again, or worse disingenuously pretend it’s handling it poorly while they’re playing it and hamming it up for their streaming audience, cause that’s the story that’s out there, can’t change it now. hard to give a shit anytime people post some out of context thing on twitter or wherever acting like it’s the most morally outrageous thing they’ve ever seen, some clip from a movie or game or whatnot, cause half the time you actually bother to go experience the thing yourself it’s actually a big nothing, turns out basically anything seems stupid out of context and when you make no effort yourself.

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I never played it because the last game from Ninja Theory I played was DmC, and good lord that game was awful in about every way I could think of. Which is not to say hellblade is bad at all; enough people have said it’s decent that I’m willing to give it a shot at some point.

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My own opinion is that it is definitely not great. It is also definitely not immoral or exploiting the struggles of schizophrenic people or anything like that, the way it handles that stuff is probably the best thing about it. You’re also never quite sure what’s real and what is illusory and it handles that ambiguity very maturely, never really giving you an objective-seeming answer to hang your hat on and wrap the whole thing up neatly. Unfortunately all the ways in which it’s gamified are a big dumb pain in the ass. It should’ve just been an adventure game. I find myself saying that a lot recently…

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it’s a walking simulator but you fight too easy enemies now and then and do too easy puzzles now and then instead of rifling through drawers. that’s fine, game mechanics are a secondary concern to me at best when the rest is a story about an insane woman carrying her dead husband’s head into hell to try and save his soul.

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The game plays kind of like a boogeyman came out of the devs’ closet in the middle of the night and whispered LUDONARRATIVE DISSONANCE in their ears and they’ve been terrified of it ever since. Kind of like Edith Finch actually in its ultimate effect, that’s the closest thing I can compare it to. But yeah, the story and acting are better. It’s also too long, partially thanks to the needless mechanics but also the plot is padded. Would’ve been better at half the length and only the boss fights, then we’d be getting somewhere

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fighting vipers 2 is really fun and it looks so cool, too.
it’s a shame it’s one of so many post-model 2 arcade games buried by sega. (though i think it was in one of the more recent yakuzas? just sell us the arcade games seperately!)

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looks vaguely familiar - can’t remember if i went there in a playthrough or saw it when a friend streamed version 0.7 awhile back.

in any case, i (more or less) finished B3313.

i ended up finally finding the path that leads to the end Bowser fight, which is where i found out that i had only about half of the red stars i needed. at that point i was close to 30 hours in and i was pretty tapped out of doing any more wandering by that point, so i made the decision to just consult the guide to get to the end.

the places the red stars ended up being at felt kind of weird and random - strangely a lot of them are in stages pretty easily accessible from the starting areas. but there are a billion areas across the vast area of the castle that red stars could be in, so i don’t know how you’d have any sense of where to actually look. especially because then there are actually few red stars buried much deeper.

it also made me realize that the moment where you’re trying to find where anything in particular vs. just wandering and hoping you come upon something interesting, this becomes a completely different (and much more tedious) experience. i feel like i’m trying to map The Zone. to which, like - i gotta hand it to them for doing that. they really made a place that feels borderline totally incomprehensible. the whole world is more confusing and complex than even, like, Yume Nikki. i don’t even want to think about how long it would take to remember all the various pathways through the castle and where they lead to. you’d basically have to have a PHD in B3313 studies for that. and some of us simply are not invested enough for that.

but yeah, my patience really started wearing thin after navigating so much different levels that had romhack-style hard jumps and things in them. i eventually got into endless savescumming mode so i could just shovel my way through to the end boss. decisions like getting rid of the health regeneration that you have initially and loading you down with poison purple coins may go with the general vibe of hostility the entire experience has, but i’m not really sure the appeal of this hack is navigating like… dying constantly. even when you have negative lives, it’s super annoying and time consuming.

but of course - it’s hard to say making something that doesn’t really value the player isn’t the point. there is a Tower of Druaga-esque charm to all of it. the giving the player nothing and needing them to consult a guide element is kind of remystifying what has been lost in games as a popular medium in general. i guess that’s been more of a recent trend with FromSoft games or like the last couple Zeldas, but those are meticulously tested commercial products… not community made romhacks. they simply can’t go anywhere near as far out there as something like this.

but maybe it isn’t always the best idea to go as far as this does. when you’re investing significant time in playing something like this (especially if you’re not someone invested in whatever intra-community discourse that produces things like this), you want the design to follow some kind of logic that you can eventually glean so that you can understand what the designers were getting at. occasionally it does hint at a deeper language/design sensibility, but mostly it doesn’t. there are times when the “story” or the progression of stages seems to be developing into something more coherent, but then the rug is pulled out from under you. and that happens over and over. because it’s all rug pulls at the end of the day. the message of the design is: whatever happens, whatever journey you go through… it’s all inevitably a way to throw you back into the maze. you’ll always be endlessly wandering the maze.

maybe that does say something about Nintendo games in general - how you have these long journeys that (in the case of the newer Zelda especially) aggressively don’t respect your time and send you to all these interesting locations. and then it always just sorta ends, because there’s nothing really deeper at the core a lot of the time. maybe a lot of our larger culture right now, especially obsessive lore-based fan culture, are just variations of that too. the ground feels totally unstable and there is no “there” there a lot of the time, but we keep shoveling through hoping for new discoveries and hoping for it all to make sense. it’s like being in an abusive, codependent relationship. there’s no light at the end of the tunnel. it’s a disempowerment fantasy.

i do think the whole “this is a beta version of the game” thing and slavishly cobbling together any and every scrap of asset or idea that was cut from an early documented build of Mario 64 to put on this thing is a bit of a dead end artistically. most of the stuff Nintendo used just seemed like temp assets and doesn’t seem THAT interesting to me outside of that context. it just feeds back into a lot of lore/nostalgia stuff that just feels like this self replicating beast that never really goes anywhere and is always invariably beaten back into conformity.

there’s nothing wrong with “games about games” i guess, but it feels like we’re totally saturated with “games about games” so it’s become harder to feel like that’s any kind of profound, esp in a landscape built around like… aggressively insulating people from larger life experience outside feelings of childhood nostalgia. which is all the more frustrating because some very bold artistic choices were made in order for this romhack to exist in the first place. them borrowing ideas from the bottom layer of one of those dumbass highly circulated iceberg memes to serve as the actual basis for the whole experience has created something really new that never really existed beforehand.

there are moments to this that are genuinely unique and fun too, like some of the more creative creepypasta scenarios that i won’t spoil here. or like, occasional stages like the one when you have to climb some structures that are supposed to be some sort of bob-omb factory. you activate the “self-destruct” sequence when you enter which causes you to have to outrun rising lava until the top. and then you get to the top and there’s a little yellow bob-omb guy sitting in a little office and just complaining about how you destroyed the whole factory.

or when you defeat bosses and they say stuff like this, it does make me wonder if there’s like some kind of commentary on the tropes of Mario games being attempted here. like the fact that Mario is basically a cipher who everything resolves around, and none of these other characters have any agency. but you only see glimpses of that - the creepypasta stuff is way more present - so it just feels like kind of a lost opportunity.

but anyway. B3313 didn’t resolve any of my feelings about how much i hate internet lore and fan culture, and i didn’t feel that dumping all the time into completing it made me feel that much different (though i did like how navigating the path to final Boswer was done) from how i felt after the first 10 hours or so.

but a lot of elements were still pretty inspiring. a lot of memorable areas and moments that really explores the latent surrealism and strangeness of a game like Mario 64, and early 3D games in general. it’s a real testament to how far romhacking/modding community projects can really go artistically, along with MyHouse.wad. it’s definitely something that demands more attention and respect outside the whole memey lore ecosystem a lot of this stuff usually occupies.

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Fighting Vipers 2 is in Like a Dragon Gaiden: The Man Who Erased His Name, but it’s laggy, bordered, and scanlined.

It’s on Dreamcast, but the graphics are missing their signature Model 3 specular highlighting on the models, leaving them looking somewhat flat.

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the dreamcast version is what i’ve been playing!

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Fighting Vipers (1) is fun, it’s on PS2 and PS3. : ) Kind of simpler and slower than 2, feels a bit more like a slightly simplified Virtua Fighter 2. Oh and it takes place in Cyber Seattle, so I may be slightly biased. ^ _^


Oh and it’s got some funky cheats. : D

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I don’t get how poeple do that because there’s article after article and a documentary about the consulting they did with people who hear voices for that game and it’s actually one of the most sensitive portrayals of schitzophrenia because of this

like pami was like PLEASE PLAY THE FIRST ONE(she was schizo affective) and yes it helped a bunch. that’s very cool

it basically is an adventure game with bosses. walking simulators are 3d adventure games

I am really excited for the second one. I’ve never encountered someone complaining about the mental illness stuff so I’m glad. I only talk to mentally ill people about that game tho

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oh, also btw - i am rewriting a lot of what i posted on here already somewhat, but i decided to definitively summarize my thoughts on B3313 here on my backloggd page:

so yeah, a flawed masterpiece i would say.

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Your posts definitely inspired me to try it on the mister some time soon, if it’ll run.

I also have that new Zelda 64 romhack to try.

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also as an addendum i found a document cataloging a lot of B3313 dev drama (which i linked earlier but after reading some of it is def not worth anyone’s time to try to parse so i’m gonna unlink it). i feel like you can feel the residual aftereffects of some of its weird development drama while playing, somehow, though. i don’t think i have the patience to check out the “unabandoned” version but it seems like the red star requirement changes in the official 1.0 version were probably for the worse so that criticism is def well made.

anyway, time to enjoy the pleasant sounds of

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two bad strains of game have taken my attention

well, since I dropped Star Rail like a bad habit, I now have a phone game-sized hole in my time. therefore, I must fill it with another phone game. so let’s try bad phone game and then realize I’m just going to play Wuthering Waves in a few days

  1. Solo LevelingARISE (don’t look at me, that’s how they write the name) - this is based on some kind of webtoon that’s apparently really popular? from what I can gather, it’s your standard game mechanics/isekai-ish/powe fantasy nonsense except the protag becomes edgy? anyway, it tries to be an action game, and when I say “tries to be an action game” I mean it has witch timeExtreme Evasion. it plays relatively smooth, to be honest, but it has to since it seems to be grindy and timegate-y as fuck and is always trying to hit me up to spend. that’s bad.

also a bunch of units are straight up characters who fucking die, so either this story doesn’t have enough cool people in the long run or the fans love “guy who got cut in half in the prologue chapter”

  1. Gakuen THE iDOLM@STER - okay, yes, it’s an im@s game. it’s brand new! it seems a lot like a certain other phone about training idols (which doesn’t really mean anything because the horses had former im@s staff on their dev team). you would look at it and think it’s just another dumb idol raising sim

okay it’s actually dead ass anime idol Slay the Spire. it’s not, like, a little like Slay the Spire or inspired by Slay the Spire, it is Slay the Spire. training is you have a quota to meet and you play cards from your deck and have have X amount of turns before training is over and you have to balance beating that quota, your health and the various buffs. you can get armor from certain cards and

why you need armor for your health in training. how does that even make sense. at least the buffs can be contextualized, how the hell do you contextualize a shield on your stamina while doing voice training

then, twice a run, you do a fight against 8 other idols and it’s just playing your deck to make as big a score as possible

how do I put this

the game has a lot of friction and I think the fact that the current and only campaign only has… 9? 10? turns tells me the devs realized this and tried to keep playtime down as much as possible. it’s simplistic while at the same time lethargic. the horses work because it doesn’t have to stop for 2-3 minutes at a time for you to math out a battle.

I could probably get more done if I just bought Slay the Spire on the App Store

okay now we’re out of being phone game brained. I decided to look at the Xemu compatibility list and see how dank I could get, and I own an Xbox so I already know how dank it gets

  1. Stake - Fortune Fighters: this is the greatest arena fighter ever made. I thought it was bad, what with the clunky hitboxes, the non-functional combos and insane game flow. then I played it enough and my brain broke and I figured out how to play it. it’s the best game. it’s simply the best. you have to run routes like your playing Quake and get all the items or get hit a few times to build meter and then kill steal or infinite others with your specials.

perfect video game, no notes

  1. Magi Death Fight: a Japanese only Xbox game, the dankest of of dank. this game is like, Food Fight (the Atari arcade game from the 80s) meets Bomberman. there’s balls floating around the single-screen arenas and you grab them and toss them at enemies or opponents.

the first time you play this, you’re going to do dinky short little tosses and go “yeah, this is fine I guess.” then you accidentally bound the orb off a wall and realize “oh, I can get fancy!”

and then you accidentally hold down the throw button and realize you have control over how far the orb goes before it explodes and you can literally have orbs bouncing all around the arena and suddenly you are playing overhead Ricochet on a snooker table

I was wrong before about Stake

this is the best game ever made

I want to own a copy of this game now

edit: which one of you cowards made “Id*lmaster” auto-replace with “THE iDOLM@STER”

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Just be glad it’s not the old filter.

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