Lost Memories: Blossom & Fury”
In this narrative-rich game, players delve into the story of four childhood friends – Swann, Autumn, Kat, and Nora – who uncovered something ominous in the summer of ’95. After being separated for more than two decades, they reunite in 2022 to confront the ghosts of their past. “Lost Memories: Blossom & Fury” explores the bittersweet reminiscence of childhood, the transformation and decay of friendships, and the sinister forces that could be hidden deep within a haunting forest.
The game will unfold in two parts, with Part 1 being released in February and Part 2 following in April.
Game Rant interviewed Michel Koch, the creative director from Lost Records, about the creation of the game. He shared insights into the development process, including the rationale behind the dual timelines, why they decided to set the games in 1995 and 2022, and how player choices and their resulting consequences are integral to both Tapes. Additionally, he discussed the resemblances and contrasts between Lost Records and Don’t Nod’s earlier projects within the Life is Strange series. For easier understanding, this transcript has been condensed and clarified.
A Choice-Based Story About Four Friends
Q: What was the initial “hook” or “concept” when you were first coming up with Lost Records’ story?
In our collaboration with Jean-Luc Cano, nostalgia serves as a significant source of inspiration for all our projects. It’s about the impact of time, its influence on our lives, and how our teenage recollections mold us into adults. In Life is Strange 1, this concept was encapsulated within a week, where Max matures while making her ultimate choice. In contrast, Life is Strange 2 followed Sean and Daniel over the span of a year, with various endings hinting at their future selves depending on your gameplay experience.
As I dived into the captivating world of Lost Records: Bloom & Rage, it was our goal to delve deeper into the long-term impacts – those pivotal moments from our youth that linger into adulthood, like unseen strings binding us to our past. We aimed to unearth how friendships can fade, yet remain tethered by those invisible threads of shared history.
We wanted to unravel the ripple effects a single event can have, shaping not only our own perception but also that of the people we once considered inviolable allies. It was this intriguing concept of reconciling the past with the present, while carefully maneuvering the delicate ties between old friends, that sparked the inception of this exciting journey.
As a gamer, I can tell you that the real draw lies within the interactive nature of our game. It’s not just about following a predetermined storyline; we designed it so players could slip into Swann’s persona and become the narrators themselves. You see, you’re not merely playing through events, but shaping them as well – wielding power over two timelines simultaneously. The narrative you encounter is one that you co-create with the game, as your decisions in both the past and present shape various outcomes and character arcs, leading to diverse endings and plot developments.
Why was it decided to feature a solitary player character, a rarity in story-focused video games, and what factors influenced this choice?
Initially, we decided to create an intensely personal narrative experience. We believed that concentrating on one main character would heighten the feeling of exploration and empathy. By observing everything through Swann’s point of view, players can gain a deeper, more intimate understanding of how each character responds to their actions and words. This allows us to design responsive, meaningful interactions within the game world that are influenced by the player’s choices.
In a game that strongly emphasizes camaraderie within a group, it was essential to tell the story primarily from one character’s perspective. This approach allows players to influence their own connections within this circle of friends, deciding who they become attached to and who they form lasting relationships with, both in the past and present.
A: How can you effectively convey the important narratives of characters like Nora, Autumn, and Kat in a game that features only one player character (Swann), without compromising their significance to the overall story?
In this game, it’s just Swann that you control individually, but the quartet consisting of Swann, Nora, Autumn, and Kat collectively serves as the central focus. Each character has been developed thoroughly, with their own reasons for being there, background stories, and emotional journeys. Though you don’t directly manage them, we craft the narrative so that your actions and interactions shape the storyline and reveal essential aspects of their past and present lives. Our intention is to create an atmosphere reminiscent of the strong connections formed during adolescence and revisiting those friendships in adulthood.
Lost Records’ Two-Part Structure Explained
A: Was the plan from the beginning for Lost Records to be divided into two parts, or was this a later development during the production process? What factors led to this choice being made?
I’m a big fan of episodic storytelling for several reasons. I value my own time and believe that it’s crucial in today’s world of endless distractions. Short, impactful segments of content seem more fitting to me, as they allow for a better balance between engaging with art and other activities. Furthermore, I appreciate media that respects my time and doesn’t demand excessive hours of investment, thereby enabling me to explore a broader range of artistic works, listen to different perspectives, and hear more diverse voices.
In a more creative manner, it enables us to establish a smoother flow and organization in the narrative. This way, we can zero in on crucial points, rhythm, juxtaposition, understanding player patterns such as where they might begin or end each play session, ultimately aiming to evoke powerful emotional reactions during critical scenes within the game.
The two tapes paint contrasting pictures of the summer of 1995. Bloom spans over July, focusing on the budding camaraderie among our four characters. Rage occurs in August and explores the ominous, enigmatic aspects of that eventful summer, ultimately driving the friends apart. Furthermore, presenting them sequentially generates curiosity and contemplation within the audience as they ponder, speculate, and discuss before reaching the climax. Dividing it into two parts allows our viewers sufficient time to absorb the narrative, develop hypotheses, and engage in discourse prior to the ultimate resolution.
As a fellow gaming enthusiast, I can confidently say that the intricate plotlines, captivating characters, and immersive world of this game are bound to spark a wave of fan theories and speculations. The suspense created by the cliffhanger ending of Tape 1 is sure to leave us pondering what might come next in Tape 2, without revealing any spoilers, of course!
chuckle, it’s quite challenging to provide an answer without revealing any secrets. However, based on what we’ve unveiled in the trailers so far, I believe viewers will find themselves intrigued by the Abyss, the lights in the forest, and their influence on the characters. They’ll undoubtedly ponder over the mystery, the hints, and the anticipated conclusion.
As a gamer, I can’t wait for you to delve into the heart of the game through its characters. Although the plot is crucial, it’s the characters that truly make an interactive story shine. My dream is that our players grow attached to these digital personalities – yearning to uncover their secrets, sketch fan art depicting their likenesses, feel affection or animosity towards them, and weave their own narratives around them.
A: In Lost Records, decisions matter and the trailers hint at suspenseful situations. Could you tell us if there are any intriguing ‘mistakes’ or ‘difficult choices’ that players might encounter, without revealing the outcomes?
In simpler terms, I don’t believe we can categorize any of our conclusions as either “good” or “bad.” Instead, they are influenced by the choices you make, and each one has a subtle tinge of sweetness mixed with sadness. The way your game progresses significantly impacts both past and present outcomes.
Previously, by the closing days of summer in 1995, your choices shaped the events that unfolded and the reasons behind a lasting rift between the girls, ensuring they would never communicate again. In the current scenario, your decisions dictate whether these broken friendships can ever be mended. The storyline is crafted around managing relationships, choosing who to bond with, which love interests to pursue, and finding your place within the group. I truly hope that players will feel a sense of accomplishment in shaping their own personalized outcomes, even if some may lead down darker paths!
The Past And The Present: 1995 And 2022
A: Could you tell me what makes it both enjoyable and difficult to narrate a tale that spans two timeframes, with the main events taking place in the year 2022, yet delving deeply into the past experiences of the characters when they were children?
In our past projects, the characters were mainly teenagers. It was exciting for us, including Desiree Cifre who writes our dialogue, to portray adults in their forties as many of us are. By interweaving two timelines, we can display these older characters responding authentically to memories of themselves at sixteen. This encourages a relatable contemplation on how our past decisions and experiences persistently impact us, revealing both the significant growth some have undergone or, at times, the enduring similarities from years past.
A: Why did you choose the timeframes of 1995 and 2022 for the backdrop of Lost Records? Can you point out a few aspects that reflect the atmosphere or spirit of those specific eras within the game?
Growing up during the mid-90s alongside Jean-Luc Cano provided us with a rich source for world-building, cultural references, and minute details when developing our game. Drawing on our own teenage experiences was a delightful trip down memory lane. Although it’s not the primary focus of the game, the contrast between those two eras significantly influences its atmosphere, mood, and visual style—most notably in demonstrating the transition from analog to digital technology.
1995 marked a pivotal point in societal evolution, as we hadn’t yet been engulfed by social media, the internet was still in its infancy, and there were no smartphones. Instead of digitally connecting with friends, we would physically meet up to interact. Our perception of ourselves was significantly distinct, and taking videos or photos was primarily for personal recollections rather than broadcasting them globally.
In our game, we’ve incorporated numerous contrasts as foundational elements. It is our hope that those who played during the 90s may be flooded with a sense of nostalgia, whereas newer players might find themselves fascinated by a distinct lifestyle and mode of communication.
In your question, you could rephrase it as follows: “Since Don’t Nod has predominantly developed games featuring teenage and young adult characters, like the Life is Strange series, what changes have you encountered when crafting a narrative with adult protagonists in Lost Records?
We collaborated with Jean-Luc Cano on developing characters, storylines, and scripts, but we’re fortunate to have Nina Freeman and Desiree Cifre from the United States finalizing all game dialogues. This lends an authentic tone to our characters, as they bring their unique voices to the forefront. Interestingly, Desiree is approximately the same age as the adult characters in the game, enabling her to tap into her personal experiences and understanding of being a teenage girl in the mid-90s, as well as writing dialogues for women in their 40s in the present day (2022).
I found it freeing that we could portray awkward moments in our teenage characters’ lives, knowing we could use the dual timeline to let the adults look back and critique those moments later on. Teenagers often come off as embarrassing, but when writing a story solely about them, you might feel hesitant because cringe can be uncomfortable. However, in Lost Records, having the older characters reflect on their past teenage follies and peculiarities serves to reassure readers that we’re aware of the cringe factor, but it’s part of a larger purpose.
Is there anything like games, TV series, movies, or other works that might have influenced the creation of Lost Records? The childhood scenes depicted in the initial trailer remind me of the movie Stand By Me.
A: “Stand By Me” is truly inspiring; it beautifully conveys that bittersweet sense of nostalgia and the transformative impact of childhood friendships. Stephen King is one of my all-time favorite authors. The 27-year time gap between 1995 and 2022 serves as a tribute to “IT”, as the dual timeline in the book was a key influence on our choice of story structure.
For this project, we drew inspiration from numerous 90s pop culture touchstones such as “The Craft”, “My So-Called Life”, “Buffy”, and “Empire Records”. These classics have been revisited, serving to evoke the ambiance of that epoch while allowing us to delve deeper into themes relevant to our narrative and characters.
Nevertheless, the creative influence that’s constantly by my side as I work on anything is the series “Twin Peaks,” as well as the broader oeuvre of David Lynch. Last month, we sadly said goodbye to a truly exceptional artist, but his imaginative creations, dreams, and surreal style will continue to accompany me, and hopefully, they’ll find a subtle echo in my work titled “Lost Records.
Have any specific aspects of ’90s culture resonated with you and your team while creating Lost Records, since many of your colleagues grew up during that time and the teenage storyline is also set in the ’90s? If so, what were those favorite elements you wanted to incorporate into the game?
In our game, there are numerous hidden homages and allusions that players will enjoy uncovering. While I’ve hinted at some of these in my prior responses, particularly the distinctions between the ’90s era and the present day, let me emphasize a few subtle details. Working closely with our Art Director, Sam Bradley – who, like many of us, spent his childhood in the ’90s – we infused numerous specific references, pop culture elements, and distinctive items, colors, patterns, and more throughout the game.
In countless mock-ups, fabricated films, musical ensembles I’ve dreamt up, and even street art – some of it echoing actual ’90s milestones, others paying tribute – I’ve left my mark. Two of the pieces that stand out most to me are:
1. The poster for a non-existent movie set in a dystopian future, where the characters’ struggle mirrors the societal issues of the ’90s, but with a twist of humor and satire.
2. The graffiti tribute to a legendary band that never was, paying homage to the music of the era and incorporating elements from various subcultures, creating an unique blend of sounds and aesthetics.
- A Magic Eye book, where you can actually see hidden images if you manage to cross your eyes correctly
- An old video game cartridge, our fictional version of a Super Nintendo cart. When you examine and rotate it in 3D, you’ll notice you can blow on it—something every gamer who grew up in the ’90s will definitely understand!
[END]
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2025-02-15 15:26