what is suzuki bakuhatsu?
it is 9:54 AM. you are on the elevator up to work with a bunch of salarymen and one guy in a scuba suit. you look down at the handle of your umbrella. the handle of your umbrella is a gun. you examine the gun. the gun is a bomb. you have 3 minutes to defuse the bomb.
how does suzuki bakuhatsu play?
it is 2:01 AM. you view a stylish 3D wireframe of the moon before beginning to disassemble it (the moon is a bomb). choosing to rotate it in various predefined increments, you find that what you know is the "moon" is actually just the front face of a giant torpedo. you switch to the screwdriver tool in your toolset and unscrew the moon. mostly, it plays like trauma center if trauma center had like three tools and two were screwdriver; but unlike trauma center, it's more stage-based and doesn't require you to juggle multiple crises, except when it does
is suzuki bakuhatsu scary?
there are a lot of tense elements in the game, such as the countdown timer in each of the 19 levels (the game takes about 1.5 hours to play through and 4 hours to 100%) and the fact that every bomb comes down to a coin-flip, cut-the-correct-wire choice which benefits those who read the flavor text that said "the red sunlight peeking through the window, the blue flame of the stove as I cook breakfast" (which is heartful design)
however the game itself is mostly absurdist comedy which I find minimizes my personal jumpiness, especially when the failure FMVs of bombs exploding include things like "you failed to defuse the ocean. cut to a far shot of earth with the ocean exploding into polygonal shards, revealing the barren land beneath"
do you need japanese knowledge to play suzuki bakuhatsu?
it is 5:54 PM. you complain to your big brother that the kotatsu is broken. he's like "you just gotta fiddle with it". fiddle with what? "y'know, it". you look under the kotatsu. you have 7 minutes to defuse the kotatsu. underneath the kotatsu is the cosmos. instead of defusing a screw-based bomb, the game lectures you on the doppler effect for like 20 screens of text. at the end it shows you a bomb and says to cut the wire whose color corresponds to the doppler shift that results in a raise in energy.
well, if you get it wrong once, just pick the other one I suppose. also you need a PhD in how cars work to handle the engine level, the worst one in the whole game by miles
what is the story of suzuki bakuhatsu about?
giant robots and yuri mostly
ok now you're fucking with me
(click for the answer)
the giant robots, partially (there is a giant robot stage, complete with theme song), but in the final level, Suzuki meets Itou, someone else who's been cursed with the comic folly of having bombs appear throughout their daily routine (if your daily routine involves thinking "hmmm, I'm thirsty", going to narita airport, flying to The Beach somewhere, and ordering an ice coffee. the ice coffee is a bomb)
Itou is cold and distant, grilling Suzuki about why she continues to persevere and defuse bombs, to which she responds "I didn't think too hard about it, I just figured it'd end someday".
Itou looks even more despondent and ends "you're right, it will end someday... with the bomb inside me." words fly and awkward side-gazes abound as Itou pushes away Suzuki's well-meaning offers to help
the scene changes. the two are now in the park, Itou standing under the shade of a tree. the ticking of the background stops as she faces the camera with new resolve.
"Suzuki... please... defuse me.
... I don't think I dislike you after all."
canon you forgot to talk about how the "save or continue?" screen after every level is represented by a road sign zooming into the camera, where the left/right/up position of save and continue is randomized, and if you wait too long, the sign disappears and the game continues
oh YEAH that shit fucking rules
