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This is something that goes under "Never expected it to happen, but I always hoped". Suzuki Bakuhatsu just got a fan translation. Was stumbling mostly blindly through it before, it's not impossible to play it without knowing Japanese but it's a lot harder, and you would have little idea what's going on.

https://www.romhacking.net/translations/7710/

Try not to blow up all of Japan with your breakfast orange.
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>>12804260
>Disarm bombs as a cute japanese girl
>FMVs and 3D scenes
This sure is a relic of its time.
>>
In the final level, Suzuki-chan pilots a mech
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Fucking finally not some pedo visual novel or a turd based jarpig
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>>12804307
>>12804314
Can we nuke this board already? It's just /v/ at this point.
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>>12804330
Reddit might be more your speed.
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>>12804260
Good stuff, this game is legendary. Also kill the resident retards.
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>Whines and shows the "reddit" card
This is not your safe space retard, get out of here like the fag you are.
>>
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Hidden gem alert!?
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>>12804397
This is not /v/ either, go back to your own shitty containment board
>>
File: 1788846042458.webm (3.75 MB, 640x480)
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(1/3)
I love this game so much it's unreal. The core concept is very simple: every level is an object, and you have to dismantle it to disarm a bomb hidden inside. You can inspect each object from a handful of fixed viewpoints, and you can interact with various components of the object with a small selection of tools, primarily a screw driver. There's not a lot to it, but the developers went wild with the premise. There is unbridled creativity on display for each bomb, both in terms of puzzle design and the absurd objects you have to dismantle. The whole game is fresh idea after fresh idea. It's exciting progressing through the game and getting to see what the developers came up with next.

Being a game about defusing bombs, it should be of little surprise that is is very stressful. Each bomb is on a timer. The game cannot be paused, so all thinking you do is on the clock. Making a misstep in your defusal will result in a premature detonation. Sometimes, a secondary, much shorter timer will activate, and you have to scramble to figure out how to disable it. More than anything though, the real stress of this game comes from its masterful sound design. There's scarcely any music. You are left listening to the whirling of mechanical components, Suzuki's occasional efforts to try to keep calm, and the omnipresent ticking of the timer. There are also non-diegetic sounds from moving the camera and navigating the menu. I love these sound effects. They simultaneously manage to keep you on edge and be incredibly ear wormy in a way you have to hear to understand. When the timer starts to run low, music kicks in, and gradually gets more intense until time runs out. These final moments, as you desperately try to finish the puzzle to increasingly psychotic music, are exhilarating.

The soundtrack, though used sparingly, is incredible. It was written by popular Japanese DJ Fantastic Plastic Machine. It is unlike any other video game soundtrack I can think of.
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File: 1788836116226.webm (3.88 MB, 640x480)
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>>12804539
(2/3)
Before and after each level are cutscene showcasing, as the manual puts it, "the dramatic life of Suzuki." Though some are traditional FMVs, most are a series of still photographs. They are, to say the least, surreal. They (very) loosely tell a story of a young Japanese women going through her mundane every day life. Following the conceit of the game, her life is interrupted by bombs hidden inside random objects, though this is not even close to the extent of the surrealism. Whereas most FMV games are corny by modern standards, the cutscenes of Suzuki Bakuhatsu hold up well. They are professionally produced and highly stylized. Why there are bombs everywhere in Suzuki's life is an open question. You find memos inside the bombs giving you hints about how to defuse them and, occasionally, insight into who is making them.

I know it's a massive meme to say this, but I earnestly believe this game to be a quintessential example of postmodernism. It's a wonderful mixture of mundane and absurd. I don't want to spoil the ending too much, but I don't think the game is random for the sake of it. It all builds to something thematically.
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File: 1788846058159.webm (3.79 MB, 640x480)
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>>12804543
(3/3)
The game is short. Finishing every level only take about four hours. I urge everyone to check it out. It's great. In my opinion, it's easily the best puzzle game on the PlayStation. Maybe even one of the best games on the platform.

Regarding the fan translations: it pains me a little to say this but I don't think it's very good. Cutscene subtitles are yellow with no stroke, so a lot of the time they are hard to make out. The text reads poorly in a way I can't quite describe. It reminds me of old subtitles for a kung fu movie. I don't think it's machine translated, but they're just... I don't know... weird. Mind you, this game is perfectly playable without being able to read anything (I've spent years recommending it to people who can't read Japanese), so it's not that big of a deal. Ultimately, any English version is better than playing the game in a language you don't understand. The biggest problem with the patch is that a few of the memos freeze the game upon checking them. One of these is required for solving a puzzle, so it's a glaring oversight. The patch author said he was going to fix this, so if you want to check this game out (AND YOU SHOULD) wait until the 1.1 version comes out.
>>
File: 1788846058159.webm (3.88 MB, 640x480)
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Here's one more encode I have. Maybe I'll make more later, but I don't want to spoil the entire game.
>>
>>12804260
Bored of women
>gay
I wish
>>
>>12804546
Can I play it if I can read Japanese but can't parse spoken Japanese very well? I don't wanna play the translation if I can help it.
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>>12805542
There are cutscenes that have spoken Japanese and are not subtitled (one in particular is very long), but most dialogue takes the form of intertitles like the one in >>12804546. All the gameplay related Japanese (i.e. memos with puzzle hints) takes the form of text. There's one exception, but it's not a full sentence. Just know the Japanese words for blue (ao) and red (aka).
>>
was bombing common in 90s japan? Why is this the same plot here and in Persona 2
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>>12804260
Is the Japanese in this game really hard to understand for a learner? I need more /vr/ to play in Japanese for immersion
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>>12804314
Retard
>>
>>12808160
What other games have you been playing to learn? I played through Cyber Org and it seemed like a good learner game. Good amount of text but still a good amount of action too, a lot of optional text and a lot of repeated vocab, plus no audio-only sections.
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>>12804260
>game locks up at random points
>translation reads like dog's ass
>patreon scammer at the helm of the project
Into the goddamn trash it goes. There's no worse combination than unskilled retard begging for money who clearly used AI to do the hacking and couldn't even be assed to QA his own slop.
>>
>>12809237
I've just been reading VNs, mainly Kanon since I'm still a beginner. The first little bit was vocab mining hell, but it's not as bad for me right now, albeit I'm still reading very slowly.
>>
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Which wire would you cut here?
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>>12811264
The opposite of the blue one, the second part is a different clause.
>>
>>12804546
The 1.1 (and 1.2) update has been released. It fixed the freezes and added stroke to the subtitle text.



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