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Making Randomness Feel Fair (By Making It Unfair) - “Star Ocean 1: First Departure”
1:01
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The Irony of Air Control - “Mirror’s Edge” and First Person Platforming
1:01
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Open-World Parkour - The Incredible Traversal System of “Wuthering Waves”
1:01
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Characterized Combat - “Sands of Destruction”
1:01
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Making Status Ailments Interesting - “Star Ocean 6: The Divine Force” and Interactivity
1:01
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Cheating the Cheater - “King of the Bridge”
0:49
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When “Bad” Controls Are Good - “FREAKHUNTER” and Breaking the Rules of Design
1:01
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The Tutorial Begins Before Start - “Ocarina of Time” and the Power of Game Intros
0:58
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Stories Are Persuasion Checks - “Star Ocean 3: Till the End of Time” and the In-Game Encyclopedia
0:58
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Justifying Mechanics - “Xenoblade Chronicles” and the Benefits of Contextualization
0:58
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Leaning Into Limitation - How “Punishing: Gray Raven” Makes Action Combat Work On Touchscreens
1:01
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Meaningful Mechanics - The Diegetic Text Log of “Anamnesia - Part 1: Am I My Body?”
0:55
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Rethinking Combos - “Star Ocean 3: Till the End of Time” and the Cancel Bonus
1:01
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A Deterministic RPG - “Helen’s Mysterious Castle” and Perfect Information
1:01
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Magic and Mystery - “Tyrion Cuthbert: Attorney of the Arcane” and Hard Magic Systems
0:53
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‘Trust the Camera’ - “Ocarina of Time” and Shifting Design Trends
1:01
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Rage, Friendship, and Storytelling Through Mechanics - “Star Ocean 2: The Second Story R”
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KH1’s Clever Parry - “Kingdom Hearts”
1:01
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Bullet Hell Meets Rhythm Game - “Black Beacon Hill”
1:01
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Wind Waker’s Subtle Hint System
0:55
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Designed for Use - How “Star Ocean: Blue Sphere” Reworks Second Story’s Systems
1:01
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Square’s Christmas Horror RPG - “Parasite Eve”
0:52
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2D Fighter Combat In a 3D RPG - How the “Tales of” Series Made It Work
1:01
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How Zelda II’s Leveling Creates Tension - “Zelda II: The Adventure of Link”
1:01
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Star Ocean 2’s Forgotten Sequel - The Combat of “Star Ocean: Blue Sphere”
1:01
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Characterizing Silent Protagonists - “Baroque” and Externalizing Interiority
1:01
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KH x MonHun - How “Kingdom Hearts: 358/2 Days” Rethinks Progression
1:01
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The Expressive Swordplay of 3D Zelda - “The Legend of Zelda: Ocarina of Time”
1:00
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Hidden Pockets of Lore - How “Star Ocean: Second Story R” Uses Pickpocketing to Tell Stories
1:01
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The Weird and Unique Combat of Star Ocean (SFC)
1:01
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Making RPS Strategic - “Fate/Extra” and the Power of Information
1:01
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Creative Adaptation - How “Last Cloudia” Faithfully Adapts Collab Characters
1:01
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The Power of Friendship (and Particle Physics) - “Tales of the Abyss” and Fields of Fonons
1:01
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Remaking a Classic - “Star Ocean: Second Story R”
1:01
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Metroidvania Meets Character Action - “Vernal Edge”
1:00
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Making Malware Fun - “Kingsway” and Letting Function Follow Form
1:01
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Rethinking Stamina Combat - Star Ocean 3: Till the End of Time
1:00
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Hiding Lore in Plain Sight - The “Tales of” Series’ Conditional Dialogue
1:01
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Falling with Style - “Gravity Rush” and the Fantasy of Flight
0:59
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A Physics-Based Metroidvania - “Rusted Moss”
1:01
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Making Party AI Interesting - “Star Ocean 5: Integrity and Faithlessness”
1:00
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Designing a Central Mechanic - The “Azure Striker Gunvolt” Series
0:59
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Making MP Interesting (by Making It Meter) - “Tales of Symphonia”
1:00
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Compounding Progression - “The World Ends With You”
1:00
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Snake x Bullet Hell Hybrid - “Last-Command”
1:01
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Empowering Player Progression - Star Ocean’s Bonus Board (Star Ocean 4: The Last Hope)
1:00
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The Life of the Party - How Skits Bring the “Tales of” Series to Life (Tales of Phantasia)
1:00
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Blending Genres (Action and Turn-Based) - Valkyria Chronicles
1:00
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Making HP Interesting (By Making It Tug of War) - Furi
1:00
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The Playful Design of Star Ocean
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Making HP Interesting (By Making It Binary) - Kingdom Hearts Series
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Incentivizing Aggression - God Eater
1:00
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Making Auto Mode Interesting (By Making a Living Document) - Arknights
1:00
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A Modern Zelda II - Phoenotopia: Awakening
1:00
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An RPG/Fighting Game Hybrid - Tales of Eternia
1:01
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Making HP Interesting (By Making It MP) - Star Ocean: Till the End of Time
1:00
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Crystalis Retrospective - A Superb NES RPG
58:22
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Cheating Causality - Aeternoblade’s Twist on Rewind Abilities
0:59
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Making HP Interesting (by Removing It) - Cogen: Sword of Rewind
1:00
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Rethinking Soulslikes: Progression - Code Vein
1:00
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3D Platforming in 2D - Cross Code
0:54
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Doing a Lot With a Little - Redo!’s New Game+ (Metroidvania)
1:00
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Rethinking Lives Systems - Grim Guardians
0:55
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Hero Must Die - The “Anti-RPG” About Facing Your Own Mortality
0:59
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Half-Minute Hero - A Speedrunning RPG
1:00
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Touhou Luna Nights - A Unique Metroidvania
0:50
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ICEY - Is a Completely Normal Game
0:55
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The Caligula Effect: A Playable Video Editor - So Here’s a Thing
1:00
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Why I Love God Eater: A Narrative-Focused Monster Hunting Series
11:48
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Last Cloudia’s Damage Caps - So Here’s a Thing
1:01
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PGR’s Player Character - So Here’s a Thing
0:52
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What is a Star Ocean?
7:07
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Shikanoin Heizou - Character Trial
2:32
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Miss Me?
0:27
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PGR - Kowloong Theater Challenge (Difficulty V)
5:50
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PGR - Simulated Siege Gameplay
2:22
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Overthinking Tales of Luminaria 1
52:31
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KH: BBS - Vanitas Remnant (Terra, Crit) - No Commands
1:52
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Ys IX: Monstrum Nox Demo - Dry Moat Ruins (Normal)
9:41
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Last Cloudia Gameplay: Training Field - Nightmare
4:27
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Dumb Tome Tech
0:16
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OH_COME_ON.wav
1:23
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Welcome to Bloodborne.
0:55
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Umm...
2:56
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Shadow Ball Phasing 2
0:05
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Shadow Ball Phasing 1
0:05
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Double Demon Fang!!
0:56
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Don't mind me, just labbing Es
0:12
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Yisssss!!
1:54
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Anima: Gate of Memories Combat
0:59
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Mirror's Edge™ Catalyst: Hacking the Grid
10:32
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Uncharted 4: Wavebouncing?!
0:25
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A Sweet 2-stock
2:49
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Roy's Upsmash Meteor
0:06
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Oh, right, I have a counter.
2:24
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Prioritizing Priority
2:18
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It's not over yet!
2:54