October 14, 2026

My Time at Sandrock Review: A Diamond In The Rough

Review based on patch 1.3.0.0

Story:

Set in a post-post-apocalyptic world 300 years after the "Day of Calamity", an event that destroyed civilization and most technology. The people who survived had to rebuild society from scraps. The player character is part of the "Alliance of Free Cities", a coalition of independent city-states comprising Atara, Highwind, Lucien, Portia, Sandrock, Tallsky, Vega 5 and Walnut Groove. They are wary of technology but not completely opposed to its use. The Alliance is engaged in conflict with the "Empire of Duvos", which seeks to expand its territory and obtain powerful ancient technology. Non-affiliated and neutral countries include Barnarock, Ethea, Meidi, and The Peripheries.

Max or Lucy (default player character names) is a "builder" who travels to Sandrock from Highwind to take up a job offer after the previous builder, Mason, retired to Portia. The remote desert settlement of Sandrock struggles with dire water shortages, a dwindling population and funding. Ongoing attacks from mutant lizard-men called "Geeglers" and and an outlaw called Logan, have the local Civil Corps, comprised of Justice and Unsuur, stretched thin. Although they occasionally receive assistance from the local superhero, Pen. The player character also assists with defense of Sandrock while repairing old infrastructure, providing for the community, and restoring stability to the area.

For such a "cozy game" Sandrock can be surprisingly dark and deep at times, which caught me completely off guard in a good way. It delved into how well-intentioned people can use their creed to do harm, and how that creed can be manipulated by less kind individuals. They explore the impact of infidelity on a relationship and the harm it can do to someone who unknowingly got involved with a 'taken' person. A major character (Logan) has a parent that "went out to get milk", and in one of the more heart-breaking storylines (Fang) there is outright child abuse and a lack of parental responsibility. This is also one of the rare few games in the genre that I have seen include single parents: the father of an adopted child (Logan) and a divorced mother (Catori), both of which are romanceable and very well written.

The main story missions were surprisingly intense with well written conspiracies, betrayals, and the dialogue had me laughing multiple times, especially anything from Cooper who was always on point. Sandrock really managed to capture the hardships of frontier living and survival. It always felt like there was something at stake or some looming threat on the horizon - be it attacks from wildlife, outlaws, water shortages, lack of funding, foul weather, or the possible invasion of the Duvos Empire. With a town that is essentially on life support, every outsider questions why anyone would willingly choose to live in a place so harsh and dangerous. It makes the starting point really feel like rock bottom and where you end up a place that was built up by your hands and given a second chance at life - something that is mirrored in many of the relationships you can form with the townsfolk.

The NPC's constant interactions with each other and their collective involvement in major events, as well as the community's willingness to weather any hardship together, created an attachment to this fictional world that I didn't quite get with Portia.

There are multiple social interactions for deepening the player character's friendship with the Non-Player Characters (NPC). Talking and gift giving are staples of the genre, or you can engage in friendly sparing matches, or plan a day to hang out. Raising someone's friendship level will also boost the levels of their friends and family members, which is a feature I have not seen replicated anywhere else. Sandrock has added a ton of unique interactions and events for each of the townsfolk, which did a lot to keep me invested in the world and is something I think the previous game, Portia, would have benefited from.

Romance exists but it is minimal. Each character only has 1 to 2 dating specific quests and almost none of them have post-marriage content, which is fine because this is a building/farming simulator first and foremost, not a dating sim. Kids are optional and will grow up to be around the same age as the other children in-game. The player's kids will mostly be clones of the builder's appearance and are essentially furniture. No one mentions them, including their step-siblings. They never go to school with the other kids and there aren't any family related outings, play-dates, or activities to do with them. While unfortunate, it is pretty standard for the genre. Rune Factory 4 and 5 are the only games of this type that I have seen treat player children as proper NPCs with their own personalities and quest-lines. What is atypical is that the player is expected to raise a baby: daily feeding, gifts, sickness, and diaper changing. It is enough to detract from the core gameplay loop and make you wish for Stardew Valley's dove feature. Thankfully the babies do grow up and become self-sufficient, but they are never as likable as the NPC kids who have actual personalities.

The 150 hours spent on my first playthrough went by quickly and I would have kept playing if there was more.

Gameplay:

Sandrock is a farming-sim type game centered around refining raw materials and building things rather than raising crops and animals, although you can still do a little bit of that if you like. Compared to Portia, the previous game in the series, Sandrock is a big step-up in terms of scale and quality. Fewer machines are needed to process materials and they finish tasks much quicker than before. Mining isn't as tedious as it used to be and provides more resources than its predecessor. Mining/salvage companies can also be hired to gather most (not all) materials for you during the late game, freeing up time for other activities. The biggest change over Portia was the need to find or buy water (at increasing rates) in order to keep your machines from overheating.

More unique NPC requests and events help to further break up the monotony of regular commission work. I also really like that the Builder keeps in touch with their friends and family through the mail, including replying to messages. This is the only game in the genre I have played where the protagonist not only had a life before coming to Sandrock, but their friends and parents actually come to visit. The builder also receives the local newspaper (if you subscribe) through the mail, along with gifts from friends and letters from an anonymous pen-pal. Every member of the community was a joy to be around and I ended up missing every one of them by the time the credits rolled, from the charming saloon owner Owen to the local eccentric Unsuur. Even the villains - Matilda, Pen, Stev, and Yan - were pleasantly quirky and left a noticeable absence.

While my time was overwhelmingly positive, I did encounter a few issues, namely screen tearing, infinite loading screens (a restart fixed it), and NPCs fusing together. These were infrequent enough that they amounted to little more than slight annoyances, but they still left a negative mark on an otherwise stellar experience. My Builder also had dark circles appear around their eyes which I thought were a graphical glitch for the longest time. They turned out to be related to how much sleep the Builder receives. I like the idea but I don't think the visuals communicated it well. With future releases going in a more realistic direction perhaps this sort of thing will read better. What really got to me though, was having to spend a great deal of real-world time individually stacking ores, materials, and relic pieces in storage chests. Chests are already linked (in a way), so why can't they automatically detect which chest has a similar item and automatically stack them? Why do I have to manually cycle through each chest? This was the one daily chore that I dreaded each in-game day.

Somehow the home decorating has both improved and regressed from Portia. You can build and decorate your own custom home from scratch instead of using pre-made ones, but the min and max room sizes were a bit restrictive, especially with how large the stairs could be. On console certain roof types wouldn't work/align correctly. There is a decent selection of furniture but most of it can't be built or purchased; it has to be obtained from quests (some missable), a mystery box (of limited quantity), or from paid DLC. For some reason furniture can be painted on PC but not on consoles, and the text indicating that furniture can be painted wasn't changed or removed in the console versions. Not only is this an odd disparity that limits player creativity, but I have played more realistic and complex games than Sandrock that allowed for items to be re-colored on console. So I know this sort of thing should be possible on console. Additionally, most furniture has slots for item placement, but there are very few things besides books that can be placed on the furniture. Relics, ores, toys, stationery, and NPC gifts to the player have 3D models in-game that you can't place on desks or shelves. Food can't go in the fridge, spices cant go in the spice rack, guns cant go in weapon displays, and mugs and vases can't go on tables. All the parts for a high level of player customization and creativity is here, you just can't use them.

Conclusion:

Sandrock's story works as a standalone piece that runs concurrently with Portia, so you do not need to have played the previous game in order to understand what is happening. Although, the way the two game's stories slightly intermingle is an interesting and fun aspect for those who have played both. Overall Sandrock is a wholesome game about the environment, human connections, and building a better future. The characters were all easy to like and the core gameplay loop is addictive.

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September 19, 2026

Music to Level Up Your Day: Dispatch

I don't know much about musical theory, nor am I a musically inclined person. However, I do love to listen to video game soundtracks. They can be a powerful listening experiences in their own right, or be as evocative as the scores composed for film. Each of these posts will feature a sampling of music tracks from a single game title, or series/franchise in some rare cases. A complete list of these can be found on the Video Game Music page.

Composer: Andrew Arcadi

Singer: Deep Dream, Primer, Brea "Bershy" Shay,

Release Date: November 2025

Set in an alternate Los Angeles where superheroes and supervillains are commonplace, society has been divided between the "supers" (those born with powers) and "normies" (those born without). Robert Robertson III is a "normie" who achieved superhero status thanks to a mechanical suit passed down through his family. While hunting his father's killer, Robert is lured into a trap and narrowly escapes with his life. However, the suit is left severely damaged by the attack. Unable to afford the repairs, Robert takes on a dispatcher job at SDN. In exchange for reforming a group of ex-supervillains, the company agrees to rebuild Robert's suit.

Easier If We Fly | (Blonde Blazer Character Theme)

Little Light | (Ending Credits - Blonde Blazer)

Fvck the Stars | (Invisigal Character Theme)

Feel The Way I Do | (Ending Credits - Invisigal)

Radio | (Party Theme)

Shift_Z | (Ending Credits)

"For the first time in a long time it feels like I can see a life without Mecha Man. But I don't think I can sit on the sidelines. I worked hard to be good at being Mecha Man. I don't know that I want to walk away from that." -Robert Robertson III

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September 2, 2026

Zone of the Enders: The 2nd Runner Review: Since When Are Mechs This Stylish?

Story:

Set in the 2100's, humanity has branched out from Earth to colonize Mars and Jupiter's moons. Over time the relationship between the three degraded as Earth began to see itself as superior to the Martian people and exploited them for labor and resources. "Ender" became a derogatory term for anyone not born on Earth and growing tensions between the two eventually led to Mars forming their own military organization called "BAHRAM" (the ancient Persian name for Mars). Specially made mechanical suits called "Orbital Frames", piloted by people called "Runners", allowed Mars to hold their own against Earth's UNSF forces (United Nations Space Force). The cold war between BAHRAM and the UNSF blew up into full on war in the year 2172 when the UNSF took control of BAHRAM's production facility. BAHRAM managed to recapture one of their most powerful Orbital Frames called "Anubis", but a second frame called "Jehuty" went missing.

In the year 2174, two years after the events of the first Zone of the Enders, a new protagonist called Dingo Egret is working as a miner on Jupiter's moon Callisto when he discovers the Orbital Frame Jehuty hidden within an ice crevasse. Members from BAHRAM attempt to seize the frame, but Dingo pilots Jehuty in an attempt to protect his co-workers. The leader of BAHRAM, Ridley "Nohman" Hardiman, whom Dingo used to work for, demands that he return to the organization. Dingo refuses because Nohman gave an order that killed his entire squad six years ago. Nohman shoots Dingo in retaliation. A fellow frame runner and UNSF spy named Ken Marinaris, saves Dingo's life by connecting him directly into Jehuty to act as a life-support system. Unable to leave Jehuty without dying, Dingo is forced to help Marinaris stop Nohman and his Orbital Frame Anubis from conquering Mars.

Jehuty is named after Thoth, the ancient Egyptian god of knowledge and judgement. Anubis is named in a similar manner for the god of funerary rites who acts as a guide to the underworld. The mechs being named after Egyptian deities and the protagonists being named after animals has no deeper meaning, even though it feels as if it should.

For a PlayStation 2 game, the graphics hold up remarkably well thanks to its stylized visual presentation and cell-shaded aesthetics. The mechs were designed with the hardware limitations of the time in mind and so look really good standing still or in motion. I just cannot express enough how remarkably clean and polished they appear on modern hardware. The usual video sequences with in-game models are used for the cutscenes, alongside a couple of hand-drawn animations for the major story events and character conversations. The results suit the game quite well, although the animations weren't remastered, leading to them looking muddy and low-resolution next to the crisp 3D models.

Dingo is the stereotypical jaded former-soldier who bought into the war propaganda.

The mech designs are sleek and feel like something that was built for military use, so long as you ignore the prominent phallus they all have, including on the feminine ones. This is actually pretty typical of Hideo Kojima's games, which are known for their homoerotic undertones. The Second Runner also suffers from a common pitfall of Kojima's games in that it uses a lot jargon and tells more than it shows. The names and history of people, places, factions, weaponry, and battles are all thrown at the player in rapid-fire fashion. It is hard to keep up with, especially when you have no context for the the things the characters are saying. Most of the backstory and world history isn't even explained in-game because the series was originally conceived as a multi-media franchise. That obviously didn't pan out, so unless you go hunting for it, most of the context for what is happening in Second Runner and who you are fighting and why isn't adequately explained.

I initially thought the mechs were tight-fitting suits with "rule of cool" designs that couldn't possibly accommodate a human being. To my surprise, the humans pilot from a literal "cockpit" and the game is just really bad at conveying scale.

Most of the English voice cast, with a few exceptions, did very little voice acting before and after Second Runner. The quality ranges from passable to bad, which is pretty typical of the era due to the small budgets of the time and the voice actors often being given bad or confusing voice directions from non-native speakers. The dialogue doesn't always make sense colloquially in English either or was worded strangely, possibly due to a poor translation. For example, there is a part where Nohman says "it will be fun from now on", which sounds really weird in English. "Things are about to get interesting", is more natural sounding and is probably what was intended. The flow of conversations in general were jarring to listen to and hard to follow at times. It was like the characters were talking at each other, and the two halves of their conversation weren't adding up.

Trust is a recurring theme throughout Second Runner. Ken needs Dingo to trust her, even though she has given him little reason to do so. The UNSF is wary of Dingo due to his Martian background and only trusts him after he earns the trust of Leo Stenbuck (the first game's protagonist). The music track that plays when the main villain appears for the first time is called "Not Trusting Peace" and upon his defeat in the final battle, "Trusting Peace" is what can be heard playing over the final scene. The very last line of dialogue uttered before the credits roll is "I trust you". It is said by Dingo, who is in a very vulnerable position, to Ken who has all the power in that moment, and it is the only time I felt any weight or emotion behind the theming. You knew that Ken was going to patch Dingo up properly this time and give him full autonomy; the bond and trust built up between those two felt earned. I appreciate that they tried to add some additional layers like this to the characters and the story, but most of the time it fell short. I never felt the same impact when it came to Dingo and Leo or the UNSF, nor the tensions between the rival nations and their tenuous alliances.

Gameplay:

The game is made up of linear, consecutive stages in which the player must defeat waves of enemies, among them robots, vehicles, and other Orbital Frame runners. The player has full omni-directional movement within the levels and can freely fly around or dash without having to worry about fuel. A weak long-range attack can be fired rapidly at distant targets or used to hit multiple 'locked' targets at once. Getting in close to an opponent will allow Jehuty to use a blade attack that can fling them away or into walls for extra damage. Standing still is risky, but allows Jehuty to build up a powerful 'blast' attack. Objects in the environment, or even enemies, can be grabbed and used as a weapon. The combat is fast, fluid, and flashy. You're constantly moving at high speeds, ducking out of enemy attack ranges, switching from long to short range attacks, and dodging incoming enemy missiles.

Each of the boss battles requires you to do something different; you can't just brute force your way through them. They force the player to switch up their techniques and engage with the gameplay mechanics in interesting ways. By defeating boss enemies, Jehuty will gain special "sub-weapons" that consume bars from a "Sub" guage. This guage is replenished through combat. Sub-weapons can target all enemies within a set range, blast through shields, and allow Jehuty to sneak up behind enemies. Only one sub-weapon can be equipped at a time, but you can swap them out freely. Jehuty levels up automatically by destroying enemies and when you die your experience carries over. There are no stats or special abilities tied to levels that the player needs to worry about managing. The player can fully repair Jehuty by collecting Metatron, and save their progress at the beginning of each stage.

Conclusion:

The Second Runner is easily one of the best mech games I have played. It is only 6 to 8 hours long, but it will never ask you to do the same thing for very long. You'll be chasing down a speeding train one minute and in the midst of a full on war the next. There is no padding, just a constant stream of new ideas and settings. You can play through it once and be done, or up the difficulty and replay for complete mastery. The camera and targeting system can be a bit fiddly at times and the controls can take a while to get used too, but despite its age Second Runner holds up remarkably well.

It's such a shame that Zone of the Enders was both born and killed during the PlayStation 2 era. It's everything that I expect a game about piloting a giant flying robot to be. Newer mech games, like Xenoblade Chronicles X, don't even come close to matching how good the controls and action in Second Runner feel. A third game, Zone of the Enders 3, was announced back in 2012 while still in the conceptual phase, but it got cancelled due to a lack of interest and disappointing sales numbers for the Zone of the Enders HD collection.

The physical "M∀RS" edition for the PlayStation 4 comes with holographic box art and an iron-on embroidered patch.

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August 16, 2026

Music to Level Up Your Day: Xenoblade Chronicles X (Part 2)

I don't know much about musical theory, nor am I a musically inclined person. However, I do love to listen to video game soundtracks. They can be a powerful listening experiences in their own right, or be as evocative as the scores composed for film. Each of these posts will feature a sampling of music tracks from a single game title, or series/franchise in some rare cases. A complete list of these can be found on the Video Game Music page.

Composer: Hiroyuki Sawano

Singers: Aimee Blackschleger, Cyua, Mika Kobayashi, mpi, Sayulee,

North American Release Date: December 4, 2015

In the year 2054, a galactic war forces humanity to flee Earth aboard spaceships dubbed "arks". After being pursued by extraterrestrials for two years, the "White Whale" ark makes a crash landing on the uncharted planet Mira. Several stasis pods are ejected during the crash, of which the protagonist Cross is one of the only survivors. Rescued by Elma, the leader of BLADE (Builders of the Legacy After the Destruction of Earth), Cross is inducted into the organization and eventually earns the right to pilot a mechanical suit called a "Skell".

Hiroyuki Sawano created the music based on selections provided by the game developer. Broad orchestral elements were made on a computer, but he was given free rein to add in smaller layers and elements where he saw fit. Music copyists were employed to create the scores for each individual instrument in order to save time.

The way | (Cutscene Song)

So nah, so fern | (Lao Character Theme) | X-BT3 (orchestral version)

Boukyaku Keikoku | (Oblivia Region Theme)

z5m20i12r04a28 (Z5 Mira) | (Planet Theme) | NOfCoTreIsLtUM (Noctilum Region version)

no1=CODENAMEZ | (Ganglion Invasion Theme) | In The Forest (Remix version)

no4=D91M | (Side Quest Theme) | aBOreSSs (Prog Ares Boss version)

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August 7, 2026

Rune Factory 3 Special Review: Pulling The Wool Over Everyone's Eyes

"Special" is a port and minimalist remaster of the original handheld title. Rune Factory 3 was the game to introduce many of the series staple gameplay systems and is when the Rune Factory series "finally got good" according to most fans. That said, the remaster retains some of the rough edges from those early days. The controls are slippery and finicky, causing Micah (protagonist) to hit the wrong field tiles. Other times if you aren't standing in the exact spot the game wants you to be in it will be impossible to collect resources from ore and stumps, even though visually, it looks like you should be able to.

Of the three games I have played (RF3, RF4, and RF5), this entry in the series has my favorite player home.

The colorful cast of characters are considered to be the most eccentric of any Rune Factory game and I love it. There is just something about Rune Factory's brand of 'quirky character' that suits their world. Sofia and Sherman for example, always say the opposite of what they mean. I thought for sure this 'quirk' would grate on my nerves after a while, but to the contrary I adapted surprisingly fast and began looking forward to every comical conversation their unusual speech patterns produced. The dungeons and story are shorter than Rune Factory 4, but that isn't necessarily a bad thing. It still has a respectable length full of worthwhile content, which I prefer over longer games that waste my time with filler. The shorter length also makes it a good entry point for people looking to get into the franchise because it establishes the core mechanics used in Rune Factory 4 and 5 without demanding a large time commitment.

Fulfilling requests from NPCs is one way to increase your bond with them but many requests lack clarity, such as Zaid's "Come See Me" request, in which I accidentally went down the wrong path because there was a fork in the road and I had no way of knowing which path to take. I then had to defeat all the enemies within a designated area without touching the portals used to cross a river or the area would reset. This requires using either a lily pad seed or specially made boots - which the request gave no indication I would need. Zaid also has to stay alive and there is no way to revive him with items. Other times the requests have you doing things like catching birds that look as if they are part of the background scenery. To catch them you will also need to use controls that are never used anywhere else and you likley won't know exist. It wastes a lot of real-world time on backtracking, looking up guides, and restarting quests which could've been avoided with some additional text.

RF3's main gimmick is the protagonist's ability to turn into a sheep, which I assumed would lead to some fun interactions, especially when the main obstacle to be overcome in the narrative is a divide between two races: univir and humans. The univir were banished from the human town of Sharance for reasons nobody remembers, and the leaders of both villages hate each other because that is just how it has always been. The player is never told what transpired to cause this whole debacle, but the townspeople are all for getting back together and do just that by throwing a party.

I know this is a game aimed at a younger audience, but I was kinda expecting there to be a little more substance to the conflict. Some kind of cultural misunderstanding, past trauma or incident that Micah would act as a mediator for. Instead there isn't any real tension or issue to resolve. The conflict is wholly artificial and easily mended. Micah being a half-race isn't even really incorporated into the story at all. It is made out to be a big secret that he has to keep, but then no one ever rejects him when they find out. To the contrary, he is always met with immediate acceptance and cuddles. One of the town's residents is actually a mermaid and another is a half-race like Micah, so it makes sense that a shapeshifting sheep wouldn't bother these people. I just hate that it's another artificial non-issue and a fun mechanic with wasted potential.

How someone can be a half-monster is never explained; I certainly hope a human didn't sleep with a sheep, or a bird in Raven's case. Marian mentions that shapeshifting is a thing powerful magic users can do. Could it be related to RF4's Guardian transformations or RF5's were-people?

Conclusion:

Rune Factory 3 is a good entry point into the series because it is of a reasonable length and establishes the core gameplay systems that appear in future Rune Factory titles. Like most games in the series it is wholesome and inoffensive. The story and characters aren't ground breaking but they are interesting and entertaining enough to make the time you spend with them feel worthwhile.

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