
Since I’m in the habit of doing a lot of record keeping, here are some article recaps for the previous month. It’s been half a month in starting this blog, and the rush of realizing the need and potential for this… thing, this project, is easy to get overwhelmed by. I decided to pace myself more and keep some articles on the back burner instead of uploading them as soon as possible.
To summarize what this is, RM Historia aims to go through the RPG Maker games that time has forgot and provide context behind the communities they were made in. It also dwells on the connections prevalent in our media in order to try and better make sense of this fast internet high-way. Secretly it’s just an excuse to post screenshots/video coverage and keywords of rm2k/3 games for the giant search machines to latch onto.
Here are the games covered last month:



An emotive and vengeful story combined with the use of Brave Fencer Musashi tracks made this small demo stick with me. It’s a ride full of twists and turns all in 18 minutes.



I recall this topping a lot of download lists on various sites probably because of the title or its liberal use of Rurouni Kenshin images. Regardless, it’s a pretty subpar action game with a story that focuses heavily on the death of the main characters parents (and by heavily I mean literally every NPC references it).



That’s the cool thing about RPG Maker, you didn’t need high caliber assets or talented skills to convey a dense dystopia. There’s just an aesthetic to this that’s hard to resist.



Created 2 months after the RPGMaker 2000 translation had been released, clocking in at around 1 hour squeezed into 15 maps, this demo managed to impress people at the time.
Zeara – Tales of the Matrielle



Zeara’s charsets and monsters are custom while the chipsets are heavily edited RTP to match with the style. There’s a very cute aesthetic to the entire game, and it looks rather unique as a result.



The real question though, is it THE Tetris? Very likely not. The aesthetics are somewhat charming though, and it feels in the vein of CD-i Tetris and how it’s more interesting to look into the background/music choices than the actual programming.



This started just as a side project Legacy001 worked on to take a break from doing the Naufragar series. Though it’s understandable why the project took too much effort to continue working on. In the end it ended up being one of the more memorable demos of the mid-GW era.



This homage really interacts with the lore and ethos of Zelda, given that it came out before Wind Waker, there’s an interesting context from what material was available back in 2001.



Why did I remember this game? Why did I pick this game to review? I dunno. There doesn’t have to be a crazy meaning to everything, media doesn’t always have to go through holding up against the test of time. What matters to me the most about this game was the simple context of when and where I was playing it.



The perfectionist mentalities were rampant, but so were the expectations and the standards. It’s sometimes hard to release with so much pressure on the line. In any case I was glad I got to experience this cyberpunk landscape once more.
ALEX : A Two Days Collaborative Game



This was a chance to witness many different development skills people possessed and put them together. Outside of this event, some members would never release a game of their own due to their motivation, but the event was a chance to just put something out there. There was also a guarantee that everyone would be playing each others maps, leading into something to talk and reflect about.