• anime visual style by Makoto Shinkai and
Studio Ghibli,
• the narrative style of the Cherry and Flower Of
Evil manga,
• the narrative style of anime narrative by
Makoto Shinkai and Studio Ghibli,
• the narrative style of the Truman Show film,
• the narrative style of the Donnie Darko film,
• the narrative style of Mono No Aware.
These " filters " influence the transformation in the A
Space For The Unbound game in audiovisual,
narrative, and ludic or gameplay.
Regarding audiovisuals, the transformation
occurs in the visual style, a form of adaptation of pixel
art, manga, and anime styles. The choice of pixel art
as a visual style is also a personal preference of
Samid, who likes this style. In addition, there are also
considerations to reduce the production costs of game
development, which will be relatively very expensive
if a modern 3D approach is used. Another reason is
the increase in the number of audiences who like this
style because of nostalgia; only a few slice-of-life
games are executed using a detailed pixel art visual
style. This style affects all visual objects, characters,
and places that appear in the game and is the main
factor in the audiovisual transformation.
The transformation that occurs in the narrative is
influenced by the storytelling style, which is Dimas'
preference. This causes the Indonesian culture that is
raised through the narrative in A Space For The
Unbound to have a cheerful, warm and light-hearted
nature due to the influence of the Cherry manga, the
theme of the story about teenagers and the unique way
of telling the story of the Flower Of Evil manga,
supernatural elements connected to Donnie Darko's
mental health, the feeling of restlessness wanting to
uncover the mystery behind the mysterious world of
the Truman Show, and the gnawing loneliness similar
to the feeling of deep appreciation of the passing time
or mono no aware which binds all the premises above
into one whole.
Ludic or gameplay transformation occurs in the
spiritual culture of gendam, raga sukma, rituals, and
mantras into a simplified game mechanism. The
above things are changed into a more general
language without eliminating their main
characteristics to be more acceptable to the
international audience, called space dive. The space
dive "ritual" still requires a mantra written in a magic
red book, but it is not shown or spoken directly every
time you do a space dive.
The overall transformation in the game A Space
For The Unbound is a change from local culture,
namely Indonesian culture in the 1990s, to a
retrogaming subculture with the internalization of
foreign cultures in the visual style of pixel art, anime,
and manga. This subculture is a form of digital game
culture that focuses on the hobby of playing old
games from old consoles or games with aesthetic
elements that contain unique characteristics of old
games, both visually, narratively or game mechanics.
The game A Space For The Unbound is a game
that can be categorized as retrogaming because it
visually uses a pixel art style, which is one of the
characteristics of retro games from their inception to
the first PlayStation era. In addition, we can find
retrogaming characteristics in the mechanics used,
namely a combination of side-scrolling platformers
and puzzle mechanics based on point-and-click
games that have been modified to be used as
platformers. The narrative in the game A Space For
The Unbound is also an element of the adventure and
role-playing game genres, where we are encouraged
to interact with our surroundings to understand the
story and the background of the story as a whole.
5 CONCLUSIONS
“A Space For The Unbound” cultural content is
adapted through cultural internalisation or cultural
apriori followed by an understanding of concepts and
mindsets within the author and art director, who is
dominant in the game's development. So, adapting and
delivering Indonesian culture with the famous cultural
bridge of manga and anime feels natural, away from
the "impact" of the template properly on the culture.
This game is not entirely "loyal" to the Indonesian
culture of the 1990s; artifacts not typical of the era can
be found throughout the game. It can even be said that
this game is "timeless" or does not have an indicator
of the time range it raises. Even as a writer, Dimas did
not spend most of his life in the 1990s.
The game can still create a nostalgic sensation for
its players because it successfully conveys the
"impression" or "atmosphere" of the 1990s through
visual audio, narrative, and ludic or gameplay. This is
because of the many details included in the game, such
as the design of the environment and the narrative of
NPC. These details make the game's world "alive, "
creating a connection between the atmosphere and the
player and giving the sensation of being "there" within
the game. The game is a medium that can easily trigger
an emotional response like nostalgia because of the
abundance of sensory stimuli the player can capture
through its aesthetic elements. Starting from displayed
visual graphics, accompanying music, audio effects,
and narratives that can be embedded in objects, places,