Characters are fascinating and well constructed with their own stories and personalities. I am truly in love with the story told by the narration, the fact that some things are blurry at the first sight but being clearer when we reach deeper in the history. Characters are fascinating and well I was a playtester for Season: A letter to the future and I cried during the test in front of the moderator because of the storytelling and ambiance, I cried again when I replayed it. I was a playtester for Season: A letter to the future and I cried during the test in front of the moderator because of the storytelling and ambiance, I cried again when I replayed it. And as a result, Season is closer to being a perfume ad than a work of art. IMHO, the developers have forgotten to be subtle. If you really have something to tell, you trust that, through the images and the narrative, the player himself will find his place in your story, and will experience the travel in his own terms. Because feelings can't be awakened with a sledgehammer, shouting to the player: "look how profound this is! Now it's your turn to be sad!!!". If you really have something to tell, you trust that, through the It's a shame that a game I've been waiting for so long has been relegated to a bunch of pleasing visuals and sensations that try too quickly and too hard to make you feel something. The game is enamoured with ideas of community and culture, but in appropriating real culture and removing it from context, it robs itself of its own message.It's a shame that a game I've been waiting for so long has been relegated to a bunch of pleasing visuals and sensations that try too quickly and too hard to make you feel something. Part of Season’s development cycle was marked by allegations of workplace harassment and disorganised leadership, which became public in 2021. Season’s unwillingness to paint the world in anything but the broadest strokes (“Internationalism was breaking down”) and penchant for flowery but meaningless language may have been influenced by a troubled development history. There are flowers that play music and store audio, just so you don’t learn everything through text, and documents with the word “secret” stamped on them in huge letters, left behind in the dirt. Memories are an important theme throughout, but Season offers them up for consumption in an extremely gamified way: graffiti, undelivered letters, people who spill their entire life story to a woman they have just met. Your character, meanwhile, is an onlooker, a receptacle for stimuli and little more. Here, Japanese shimenawa ropes appear next to Scandinavian architecture, while men in Stasi-like uniforms casually dictate behavioural rules via propaganda posters. The world of Season, which is so crucial to its functioning, feels less like a real place and more like an amalgam of cultural influences scrubbed of their real-world significance. Cycling feels great, and there is lots to see. You have the freedom to snap or record whatever you want even when you’re supposed to capture specific things to make sense of a mystery, the game leaves it completely up to you whether you want to engage or not, and for how long. Its camera comes with different filters and a focusing tool, which makes taking pictures pleasant. Season makes great use of its gameplay tools. As she travels on foot and by bicycle, her sketches, audio recordings and photographs go into her scrapbook the narration comes from someone reading that scrapbook in the future. You control a young, nameless woman, who decides to record as much of her world as she can and deliver her findings to a museum before the end of the current season, the term the game uses for its different historical eras. Scavengers Studio makes use of that fascination with the unknown by making exploration the entire point of Season. Exploration is a powerful motivator: no matter what kind of game we’re playing, we are driven by what stories, sights or characters wait around the next bend.
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