some shots of mixtape on my tv.
i saw an instagram post recently that claims to explain the science behind why different people like different seasons. autumn lovers are supposedly wired to find comfort in familiar sensory patterns:
The olafactory system connects directly to the brain’s memory and emotion centers. The specific sensory profile of autumn, decomposing leaves, cool air, low light, triggers involuntary positive memories more powerfully than any other season. The brains of autumn lovers get flooded with the emotional residue of their best memories.
in other words, as a self-proclaimed autumn lover, i’m apparently prone to the beauty and wonders of wistful nostalgia, and so am 100% the target market for this kind of video game.
i’ve been excited about this game ever since i watched the trailer for it over a year ago. as a huge fan of the “life is strange” series, it seemed to have everything i could want in a game: a cool, distinctive art style, strong character and story beats, effective use of music, and a kind of slice of life, everyday brand of cinematic, pull at your heart strings appeal.
it absolutely delivered on all of those fronts.
the game follows a group of three friends, all high school seniors, on their last night together before parting ways, and, as you can imagine, explores the complicated feelings of growing up (excitement, insecurity, fear of the unknown, a sense of impending loss, but also a sense of limitlessness, of possibility and hope) in a way that hits hard and resonates.
it plays like a series of mini-games specifically designed to enhance those moments, and while this might be too simple for some serious, overly-critical gamers, i think it’s refreshingly honest about what it’s seeking to do and accomplishes it well.
one of the main mechanics of the game is exploring various environments (the main characters’ bedrooms, for the most part), interacting with objects and flash-backing to interactive memories that build on the world and their friendships; you get to know the characters closely, become attached to them, understand them – and in exploring these memories, i couldn’t help but think about my own adventures, my own little rebellions, my own adolescence, when everything felt so big, so important, so full of life – when i felt everything, every flash of euphoria, every late night cry – every flutter, shudder, little happiness and heartbreak – so acutely.
the game has some really great set pieces because the storytelling doesn’t focus on literal reality, but instead on the emotional reality of different moments. at the height of a character’s anger, you skate around exploding cars and other objects by flipping them off. during a memory of betrayal, you float through and then above the town, evoking a sense of dissociation, everything in black and white. and each experience is paired with a curated piece of music (music itself being a main character of the game) that elevates the moment.
with about a 4-hour run time, you can get through the game in an afternoon or evening, which is great because it’s best enjoyed in one sitting, as a self-contained story of its own. and i’m grateful for this because i find i don’t have much time these days to play video games, so it was nice to be able to finish the whole thing in one go, like playing through a john hughes movie, as another review so aptly put it. i cried at the end.
i’m going to give this game 4.5/5 ⭐️ because it was near perfect for me. it’s full of lingering, meaningful stares, things left unsaid, and the complications but also incredible magic, humour and comfort of teenage friendship, so if you’re like me and tend to romanticize your younger years, this game is for you. it’s probably going to be one of the comfort games i play whenever i want to have a couple of cozy, simple hours to myself (“Lake” and “Firewatch” are a couple of other games like that for me).
here’s the trailer if you want to check it out!






