Developed by Don’t Nod, creators of the popular Life is Strange series, this is the studio’s most recent narrative adventure game. Fans are mesmerized by its inspiring storytelling and powerful themes. This exciting new title features a completely female cast of actors. It addresses timely social themes like body image and implicitly incorporates LGBT elements in a natural, organic way.
The story takes place in the colorful 90s and present-day Atlanta. It centers on a cohort of tight-knit female friends and how they tackle the adventures and challenges of life, first as youth, then as adults. When a mysterious package arrives, it sparks the reunion of these old friends. It risks disclosing a much darker secret that they have kept hidden for the past 27 years. The first episode — “Bloom” — focuses on the characters’ quest to find a tight circle of pals. They crave validation and they wish to be adored for their naked self to the core.
The game uses the same episodic format as the Life is Strange games. Critics and fans alike have lauded the first tape for its nuanced characterizations and realistic portrayal of LGBT lives. By the end of part one, players have been left on something of a cliffhanger. They really are excited to see how their decisions lead to the world’s development of the darker, more dramatic second chapter.
Olivia Lepore, who plays the lead Swann Holloway, talked about her own connection to the role.
“I have gotten some really beautiful messages from fans about how they feel like they connect with Swann.” – Olivia Lepore
On how immersive storytelling in games is, Lepore shared how in her past experience the messages received from players are overwhelming, but incredibly touching. She is convinced that, like her, they have all just dreamed big, and their stories closely speak to hers.
The game manages to tackle these heavier themes while still treating the immense pressure society puts on us all about body image with stark seriousness. Michel Koch, co-director of the game, stressed that peer pressure is nothing new. Yet even in the ’90s, it was creating a pathway to disordered dieting.
“But it’s still present, because in the ’90s, there was still, of course, the peer pressure from the parents to, I don’t know, just start a diet,” – Michel Koch
Koch emphasized that not much has changed in the way of social pressures that impact people’s choices today. While absurd and fantastical, the story ultimately serves as a powerful message for players to accept themselves and their weirdness.
“That’s where you can start to accept yourself even more,” – Michel Koch
The game has provoked an unprecedented backlash against it by fans, a significant number of which actually relate to its themes and characters. Koch admitted that this is not the type of game for everyone. Despite that, he noted its significance in the gaming ecosystem.
“Wherever you think it’s going. It’s probably not.” – Olivia Lepore
As players get ready to dive into the second tape, Koch teased that the upcoming expansion is much darker in tone and more complex.
“You can expect things to be, let’s say, less happy and sunny and more gloomy than tape one.” – Michel Koch
This progression unfolds just enough to give space for a discovery and exploration of all the characters’ struggles and development. The decisions taken in our short first chapter will echo through the long second chapter, and thus every choice is important.
The excitement for this game is a good sign pointing toward a bigger desire for stories that connect to people in real ways. Along the way, as players explore the story, they find themselves challenged to think about their own experiences and relationships with other people in real life.
“And we can’t wait for you to open the box.” – Michel Koch
The anticipation surrounding this game reflects a broader interest in narratives that resonate on a personal level. As players engage with the story, they are encouraged to reflect on their own experiences and connections with others.
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