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#video games

also: #videogame, #videogames

Re:Chain of Memories is so funny because at the beginning you really feel how this was a game that just existed to tell KH1 again on the GBA. Literally the first world you go to after Traverse Town drops the whole "hehe what will you forget/remember" bit.

Sora to the Traverse Town gang: Guys, it's me! Sora! I'm not entirely understanding the concept of "you are illusions based on memories" thing haha help me out

Sora in Agrabah: hehe let's help out this random man and his genie :)

ALSO you can tell where they cared about cut scenes, because (iirc) the only ones with VA are the ones in Castle Oblivion, like walking between floors. I was hoping for Homer Simpson Genie and got nothing. It honestly makes me want to play the GBA game because I feel like it's gotta be worse in how plainly it's a retelling.

And I know there's more to it than simple retelling (it's no Melody of Memory lol) but you can tell that's clearly where the story started from.



Saved it to drafts, never to see the light of day.

TL;DR of That Post

Game devs have a habit of doing things "just because", without real intent behind them. And I'm a sucker for when creatives are inventive with their given artistic medium to get the most out of it under their constraints.

There are totally understandable reasons for some of these decisions, like time / resource restrictions (a game has to release).

That said, it often seems to be more a lack of consideration, lack of unifying direction (or inversely a unifying direction without purpose), or a cultural tendency to lean into dogma like the pursuit of high-fidelity, "rule of cool", or "other games did it this way".


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