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Talking about Mina the Hollower, Yacht Club's next digging-adjacent adventure!

I mean...they are, though? Lose your spark and you lose all the bones you were carrying. It's the same thing, just slightly more benevolent since you can eventually carry more than one at a time.

Also, why did nobody mention this game has a full instruction manual hidden in the Options menu?
No you don't. You only lose bones if you have NO sparks, and then die, and when that happens, those bones are just gone, there is no recovering them.

If you go somewhere you aren't ready to handle yet and die there, trying to run back and get that spark back immediately is kind of the worst thing you can possibly do, tactically.*

If that death leaves you with no sparks, it's a good time to maybe cash out some bonestone and spend what you have on hand, so there's no loss risk. Otherwise, just go somewhere else maybe. Either way, you'll get that missing spark back on your next level up/spark max upgrade/I want to say some third condition.

*Unless you have at least one more spark and you were fighting a boss, because the boss will go "oh, no, I can't eat two sparks in one day, I'd be too full, you can keep that one."** Then hey, continue to hit head on wall with impunity really.

Unless it's one of those bosses indicated by the wording on things to exist that have some kind of multiple spark inventory.
 
Despite the nuance of any given mechanic, I'd still classify the game a Soulslike (or perhaps something like this merits the term "Soulslite"). Corpse runs here (spark runs?) may not be corpse runs exactly per se but they still enact the same kind of psychological pressure and encourage the same kind of risk/reward choice making that the original less-forgiving form of the mechanic does.

It's less about the specific articulation than the flavor of the thing, which heavily pulls from Souls and seeks to reproduce the same kind of emotional engagement as Souls.
 
Also, why did nobody mention this game has a full instruction manual hidden in the Options menu?
That's not hidden! The Options menu is obviously the first thing you go to when starting any new game.
 
Hey, want to know how New Game Plus works?

When you first win a game, additional modifiers are added to the roster, including the New Game Plus modifier. This has multiple ranks, each of which changes the game... a lot more than you'd expect. Like yes, enemy stats go up and all that (and your cap for Bone Up and bone drops also go up as well each time), but there's LAYERS to this. Layers... like... THIS!

A standard issue NG+. Keep everything from the start. in a world that has more stats and fewer Underlabs.
Mirror world! You don't keep anything, and the world is now horizontally flipped. The difficulty is the same as the prior rank (complete with fewer Underlabs) but your max Bone Up capacity and bone drops both increase again.
Randomizer time. You don't keep anything and now anything could be anywhere! Enemy stats go up compared to the prior ranks.
Enemy stats are randomized, but you do keep everything from the randomizer run.
Another randomizer, so start with no items and item locations are random. Sidearms are also randomized this go around though.
Stacking everything from previous things: reset your items, randomize items and sidearms, randomize enemy stats, and also flip the world horizontally for the funny.
Even harderer enemies and even fewerer Underlabs. You keep everything this time though.
 
You only lose bones if you have NO sparks, and then die, and when that happens, those bones are just gone, there is no recovering them.
Yes, sorry, this is actually what I meant. I shouldn't post early in the morning before my brain turns on. When I said "lose your spark" what I meant was "die without a spark", i.e. it's like Dark Souls in that there's a point where dying will remove your resources. That's all.

It's also worth noting that if you're missing a spark and you Bone Up before you pick it up, that'll restore it as well!
 
Hey, want to know how New Game Plus works?

When you first win a game, additional modifiers are added to the roster, including the New Game Plus modifier. This has multiple ranks, each of which changes the game... a lot more than you'd expect. Like yes, enemy stats go up and all that (and your cap for Bone Up and bone drops also go up as well each time), but there's LAYERS to this. Layers... like... THIS!

A standard issue NG+. Keep everything from the start. in a world that has more stats and fewer Underlabs.
Mirror world! You don't keep anything, and the world is now horizontally flipped. The difficulty is the same as the prior rank (complete with fewer Underlabs) but your max Bone Up capacity and bone drops both increase again.
Randomizer time. You don't keep anything and now anything could be anywhere! Enemy stats go up compared to the prior ranks.
Enemy stats are randomized, but you do keep everything from the randomizer run.
Another randomizer, so start with no items and item locations are random. Sidearms are also randomized this go around though.
Stacking everything from previous things: reset your items, randomize items and sidearms, randomize enemy stats, and also flip the world horizontally for the funny.
Even harderer enemies and even fewerer Underlabs. You keep everything this time though.
Not sure what it's the first version I found that wasn't on a T-shirt but it fits, sure.
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Finished this earlier; 95%+ completion rate with no particular drive to mop up the rest. I thought it was fine, but I had trouble emotionally connecting with much of it. Partly that's due to the plain and proud wearing of the work's inspirations on its sleeve, in addition to the governing "we really played Bloodborne a lot" thematics; there are probably too many "video games, am I right" bits the game does to even list them out in full, but they range from innocuous asides to critical narrative climaxes and setpieces in how they're presented, and so always feel relentlessly deployed. I just saw little restraint in it, and the overindulgement hurt the chances for the work to stands on its crafting its own identity when reminders of other material were so constant.

A similar issues arises for me in the textual writing voice, where it's somewhat baffling to me that such care and effort has been taken to populate the world with so many distinct characters... and all of it stands in service of jokes and punchlines, whether in dialogue or as sight-gags or slapstick. Oscillating between serious dramatics and black comedy sounds fine on paper (as the work's primary inspiration often manages), but being asked to care about a world where nearly every inhabitant exists to nudge you in the ribs with their zingers stands in awkward relation to whatever emotional center is grasped at for the brief moments the game flirts with genuine sincerity. As before, the predominant feeling I'm left with it is that the creators' primary delight is in fitting Video Game Concepts together and improvising quickly through the rest.

The things that carried the game for me were the world exploration approach in its overall direction. In lieu of "use item X on problem Y" mode of design, the game's "puzzles" are always some kind of bespoke environmental interaction to be solved with player dexterity, or primarily in ferreting out its secrets, the ability to read and observe the environment for its myriad clues to hidden paths and such. I surely do love unsignaled secrets in video games too, to be discovered through dogged player persistence more than anything, but I recognize Mina's design language is not compatible with such aims: it always strives for that connective tissue to be perceptible, if you just look close enough and are willing to experiment a little. Such "fairness" could turn out rote and boring, but the density of the game world and the player verbs possible with not that many inputs always keep things very diverse from moment to moment in ways that are the game's most admirable facet.

I did not use anything but the Blaststrike Maul for the entirety of my playthrough. At a glance it carries a generous borrowing of Bloodborne's Boom Hammer in concept and looks, but as I halfway intuited and a more learned friend pointed out, it really embodies the combat rhythms of a big Monster Hunter slammer, where your play goal is to never use the piddly standard swing except in small miscellaneous context; it's all about hyperfocusing on the overhead charge. I don't know how the other weapons are, but I never felt left to hang with the capabilities of the maul, where its disgusting damage combined with half-a-second charge times, i-frame roll positioning, enemy knockback and AoE explosions provided for every combat situation from beginning to end. It's likely it even highlighted the game's design elements I've seen others struggle with, in taking your time and turn before retreating, paying attention to spacing, and having a generous hitbox to work with.

Area order I landed on, for those interested: Septemburg, Queensbury Crypt, Coltrane Peak, Nox's Bayou, Bone Beach, Astral Orrery. It's nice to be able to pick your own order, but it's sure not a Mega Man premise of ostensible parity: the "intended" order is fairly plain to see (and prompted by the game too, if you look) with the strength of the opposition and the complexity of the level design reflecting that internal sequence.
 
So I had to look up if the MEMORABLE SCENE BASED ON PLAYER CHOICES AT THE NEAR-FINALE had a possible "perfect" condition. And it does! And, among the tasks you have to do to score that "perfect" rating, you must never break a single candle anywhere in the world. So, with that in mind, gonna go ahead and say I will never accomplish that.

Otherwise, Goggle Bob's rating for Mina the Hollower is an absolutely expected "play this game".
 
A couple of tracks in the late-game stood out to me as distinctly un-Kaufman-like in their instrumentation and melodic progression (whose compositional style I typically don't care for, even if this game has some good pieces). Turned out, for good reason, as looking up the soundtrack credits outlined them as contributions by Yuzo Koshiro. Good show.
 
I put in 30 hours in service of a 100% run. Fantastic time with it. I used pretty much only the daggers, which some places say is the worst weapon in the game, but I found that they worked well to kind of cheese bosses that tried to crowd you - pushback lets you slam a lot of hits in before they hit you, and coupled with the re-burrow and fast healing, you're guaranteed a ton of survivability in any fight.

I haven't actually played Bloodborne, so I didn't pick up on references. I was surprised at how dark the game could get, though - sure, these might be "cute" animals, but there's some absolute nightmare fuel stuff that would hit harder in a more realistic style. That, and some of the quest resolutions are quite macabre.

Still, this is absolutely running as my GOTY so far.
 
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