@Ash0512 Raiden's sword is cool? Probably his wife. Dante's sword is cool? Yup, wife. The Armoured Core is cool? Yeah, that's the pilot's wife. The EVA is cool? No wait, that's his mom.
Excellent execution of a well known blueprint is a concise and wonderful way to put it. Glad this game is getting more recognition. The Devs deserve it.
As a person who can read and understand Korean (the language that Sannabi was origially written in) I can sort of see why pacing was so back-loaded and not spread out, as it gives replayability through narrative alone. The second playthrough while knowing all you know from the lore dump at the finale is often times key to understanding emotions that characters felt at the time without ruining the shocking reveal towards the end of the chapter. So I can honestly excuse the pacing as it made my second play just that much more enjoyable.
I feel overly obfuscating the plot (usually with nebulous pronouns "perhaps HE will want to know about this") is bad, or cowardly writing. If you need to make it that opaque, maybe rethink it. If a viewer is able to guess where things are going based on the puzzle pieces you've put down, that's a *good* thing. It means your writing makes sense.
@@cherubin7th That's not what Kev meant; they meant it in terms of stuff like movies in the vein of 'Memento' and 'Unbreakable' others where knowing the twist gives it quite a bit of replay value because you gain a fresh appreciation of what happened the first time around. There's no sacrificing to force replaying going on at all; it's still great the first time around.
Okay, I get that games like this or Nier benefit more from a second, third, or even fourth playthrough. Some of us don't have that much spare time to invest in even a second playthrough though. That's why I appreciate games like American Arcadia, something that presents everything you can ever want or need from its narrative in just one bite-sized run.
katana zeros story worked fine on its own but was more appreciable with repeat playthroughs. time loops were baked right into not just the narrative, but the dialogue mechanics as well. i dont know how this games story goes, but from what ive played so far the pacing is similar to katana zero without the aspect of the questioning of reality and time being a part of the plot itself. i dont know the full story of this games development but it really feels like the talent behind katana zero made this game as well, so id imagine there would be overlap in how the story is told, even if it isnt quite built into the gameplay in the same way. im still clicking on that elevator in the government facility telling me im going to have to check back "in a few months" so how bad can things possibly get from there?
Have been loving your bytesized series, every time you highlight a small gem that otherwise I would have overlooked. gonna put this one on the wishlist for sure
Ever since playing SANABI, I have been vouching hard for it and I want many more people to experience the game. I understand that the story cutting into the gameplay can be annoying for some people, but I found it refreshing. I feel like it has one of the best stories I've seen in a game, as it had me hooked (ba-dum-tss) emotionally from the very beginning. The only part of the game I had an issue with was a single boss fight because of how difficult it was for me (the one with the train cars). The gameplay was really good, but I feel that the shining stars of the game are both the visuals and the story telling. I was immersed in the world of this game. I feel like I'm downplaying the gameplay or saying that its mediocre but it was incredibly smooth in my experience and I've even been thinking of doing some speedrunning of it because of how much I enjoy it. That's just how good the rest of the game is. I really hope we get to see more from Wonder Potion, because I feel like this is just the beginning for them.
I can't say how much I appreciate shorter length videos that dive into things. Thank you for this series, your gonna be the reason I even know of some games
Funny timing. I beat this game just last week and came away wondering why more people don't talk about it. It plays like a dream, and the story of a man out for revenge hits surprisingly hard in ways I never saw coming.
Sanabi actually got inspired by it 1 is obviously in the pixel art 2 is in the story And 3 a ton of references ....... god im so happy to finally find a game like it
Sanabi was legitimately one of my favorite games I played in 2023, and there were a ton of great games last year. So so worth every dollar and then some.
Grapple hooks, from Sekiro to Titanfall 2, are always a joy to swing and mess around with cause of the ludicrouse speeds you can have there. Another game that also had a fun grapple hook mechanic to it was DmC: Devil May Cry, and they tie pretty well into their respective weapon type. Angel whip pulls you towards enemies, and its weapons are more AoE based. While Demon whip pulls an enemy towards you, with its weapons being slower, more powerful, single target moves.
Sanabi gives me flashbacks to the small flash game Final Ninja from Nitrome years back if anyone even remembers that. But with more updated pixel art and more dynamic use of the grappling hook.
i was a huge fan of katana zero and this game was not on my radar AT ALL. within seconds of this video i was already convinced this was made by some common talent. thanks for putting me on.
Looks a lot like Ninja Zero, from way back in the Nitrome browser game days, but perfected. Thanks for highlighting this, I think I’m gonna have to go buy this NOW
I know I'm late to the party, and I'm sorry for that, but I really like Bytesized's new take on the 3MR. Whereas the 3MR was like, "Here's an overall review of a recently released indie game under 180 seconds," Bytesized is more like, "Here's an indie game that really nailed a part of game design well" and then spends more time focusing on the implementation of the game design rather than reviewing the game. I definitely like Bytesized more than 3MRs because of that alone.
See, the intro implies that the narrative to 'SANABI' is subpar like those of other games with smooth traversal, which I take great offence to. Glad to see that that's not the opinion the video holds. I spent quite a few days looking up streams of 'SANABI' and watching folks cry at the ending. The localisation is indeed subpar. This was published by NEOWIZ; you'd think they could spare a dime on the English localisation. But I guess that sort of sloppy localisation is how you go for that authentic-seeming indie vibe that 'Dave the Diver' had.
I played this before it fully came out. It might be time to come back and finishi it now that its fully out. I liked what little was out when I first played
just like Katana Zero, you have invincibility when you dash. but, only when you hook. if youre not careful with the plasma lazer maze, you’re gonna get boxed… literally.
The bytesized branding is unappealing to me despite my interest in short reviews. The green is not eye catching and I tend to scan right past it. The logo also blends into the background on the thumbnail and needs more contrast somehow.
I like the idea of games like this. But Katana Zero out me me off them. No point paying for a game only to experience a horrible progress blocker (where the next kevel would probably be way easier). Looks cool though 😊