Review In Progress

Lost Records: Bloom And Rage Review In Progress - Leave Nothing But Memories

  • First Released Feb 18, 2025
    released
  • PC

With phenomenal character work, gorgeous visuals, and a compelling story, Lost Records is shaping up to be Don't Nod's greatest game to date.

"I'll remember you, even after I die."

This quote, delivered half-way through Lost Records: Rage and Bloom's first "tape," is perhaps the most concise and poignant way to convey what Don't Nod's latest title is about. Lost Records is a game that revels in the melodrama and contradictory nature of adolescence. It understands the yearning we all once had to be completely unknowable and one-of-a-kind while also being fully-understood, accepted, and loved. Within its eight or so hours, insecurity and conviction walk hand-in-hand while the assumed invincibility of youth is stretched to its breaking point. How can one summer--how can life--feel so everlasting yet utterly fragile? Such is the magic of our teenage years.

Lost Records captures this phenomenon stunningly, yet doesn't settle for being a game merely driven entirely by nostalgia or reminders of what it felt like to be young in the '90s. At its core is an eerie, supernatural mystery that spans nearly three decades and threatens to consume the four women involved in it--one that promises violence and the reemergence of events perhaps better left forgotten. This intense, slow-burning narrative provides an excellent framework for an empathetic exploration into girlhood, friendship, sexuality, individuality, expression, and the transition from youth to middle age. All this combined with dynamic characters, cinematic visuals, beautifully-rendered character models, and keen sense of atmosphere makes Lost Records one of Don't Nod's best games to date.

Kat holds a sparkler.
Kat holds a sparkler.

Set across two distinct time periods--one being the summer of '95 and the other roughly two years into the COVID-19 pandemic--Lost Records follows shy, red-headed movie buff Swann Holloway as she reexamines a series of dark events from her adolescence. This undertaking kicks off when one of her childhood friends, Autumn, reaches out to Swann with frightening news: Apparently, there is someone out there who knows who they are, what they did, and has chosen to deliver them a mysterious package. Despite going nearly three decades with zero communication--the reason for this deliberate, but unknown to the player--Autumn eventually asks Swann and the two other girls affiliated with their friend group, Nora and Kat, to meet up with her in their hometown of Velvet Cove to address the situation.

It didn't take long for this set up to sink its teeth into me; I was instantly curious. I wanted to better understand these girls, why they had lost contact, and what disturbing things they had either witnessed or, worse, done. Though the game's slower pace could frustrate some, the slow burn captivated me, as I felt its charming, mundane activities were perfectly paired with breadcrumbs and answers that ultimately led to more, increasingly interesting questions. I was also immersed in the unexpected eeriness of the story--of the cabin I stumbled upon, seemingly adorned in cultist markings, and the horrific, paranormal phenomena that seemed to be only increasing in both frequency and intensity.

For the bulk of Tape One, however, you play as a young Swann savoring her last summer in Michigan before her family relocates to Canada. From the very start, it's made clear that Swann is a bit of a loner who chooses to find solace in nature, movies, her pet cat, and X-Files fanfiction rather than other people. However, all this changes when she meets best friends-turned-bandmates Autumn and Nora, and a scrappy, homeschooled girl named Kat. Despite the knowledge of her upcoming move looming over her, Swann eagerly seizes the opportunity to make friends and opens up to the girls, eventually "joining" Autumn and Nora's band, Bloom and Rage, as their music video director while Kat jumps in as songwriter. The four then spend nearly every last second of summer together, embarking on misadventures that Swann gleefully captures on her trusty old camcorder.

Outside of Don't Nod's signature choice-driven gameplay, in which your decisions ultimately dictate the events that occur throughout the game and how certain characters feel about your protagonist, the vast majority of player interaction in Lost Records happens via Swann's camcorder. As someone who tends to be a bit critical of story-heavy games that offer little interactivity apart from reading item descriptions, I was delighted by how much fun and artistic liberty the device offers. Sure, you will still be doing plenty of walking and interacting with items that flesh out the world, explore girlhood, and serve as fun little time capsules, but the camcorder and its optional objectives add goals, structure, and a personal touch that would otherwise be missing. Though I wished we were granted a bit more to explore overall--Lost Record's world feels very isolated and linear compared to previous Don't Nod games--I loved searching for subjects to capture, whether they were vulgar bits of graffiti or wide-eyed owls. Additionally, seeing my footage--meticulously trimmed up and carefully curated thanks to my tendency to overshoot footage and the game's built-in editor--featured in cutscenes made me feel more personally connected to both Swann and the game as a whole.

Swann records in the dark while Kat, Nora, and Autumn stand behind her.
Swann records in the dark while Kat, Nora, and Autumn stand behind her.

That said, it wasn't hard to feel connected to Lost Records in countless other ways as well. Though Swann and her friends are around a decade or so older than me, I saw parts of myself and my own childhood throughout each of them and the games' intricately designed environments. As I traipsed through Swann's room, I remembered my own Spacemaker pencil boxes and how much I loved the hell out of The Dark Crystal. I saw my first head-over-heels crush in the boisterous, guitar-slinging Nora, and my mother in the neatly scrawled note Swann's own mother left on her bed, telling her that the diet snacks she had purchased for her had "only 50 calories!"

Despite sometimes finding her awkwardness and insecurity a bit irritating, I am forced to admit that I saw a great deal of myself in Swann--that her demeanor is ultimately a perfect representation of how many of us truly are as teenagers, even if we might perceive it as grating, overly self-critical, or melodramatic later in life. One thing I related to particularly intensely was her love of recording things as, strangely enough, I was always my friend groups' resident videographer as well. Perhaps this comes from being someone who also grew up feeling chubby and insecure, but I found comfort in seeing her approach life in such a similar way--in her effort to capture the things that remind her of the world's goodness and beauty, and the moments that would ultimately prove to her that she was once happy and loved and will be again.

As I grew closer to Swann, and Swann grew closer to her new friends (and potential love interests), the dialogue I chose grew more confident--a testament to how relationships can empower you that was made tangible in this game. Yet I also felt the shame that accompanied butting up against a friend's boundary, and remembered my own missteps as a young girl. In fact, it's a testament to the game's writing that a lot of its reliability came from witnessing certain interactions and dynamics rather than the injecting of trite (and often cringe-inducing) "hey, remember this thing" moments. Yes, we all love and remember Tamogotchis, Pogs, and Blockbuster. It's far more of an accomplishment for a game to make you remember the first time another girl said she wanted to kiss you or that time you played Truth or Dare with your close friends and someone ended up feeling overexposed and hurt. As Swann explored her memories, I was forced to recall some of my own, making for a vulnerable but rewarding experience.

Swann holds her Moth Girl plushie.
Swann holds her Moth Girl plushie.

Another key factor in Lost Records invoking such a personal response from me is its depth, artistry, and cinematic nature. In this game, adolescence is presented in the almost dream-like way we see it when we look back upon it, which makes complete sense, considering the story is essentially delivered via a reflective conversation between former friends. I was constantly impressed at the visuals, colors, and surreal, bittersweet atmosphere curated in the game, as well as the soundtrack--stunningly composed by Chromatics singer Ruth Radlet--that accompanied it all. At the same time, however, there is a realism that grounds the game and immerses you. I loved seeing Nora--who is consistently depicted as flirty, gorgeous, fun, and ridiculously cool--with red, hot acne scars tormenting her cheeks in the same way nearly all of us endured at some point. It felt real; It felt like yet another thing about Lost Records that was unflinchingly honest.

Lost Records explores and depicts adolescence in a way that not only surpasses many games, but several works of media in general. It's no secret that we are inundated with "coming-of-age" stories, and as a fan of the cliche, I'd argue it's for good reason. The era between childhood and adulthood is one filled with hormones, emotions, self-discovery, lust, defiance, and experiences that ultimately shape the person you will become, shedding some semblance of your former self. Yet both the story that Lost Records explores and the one being shaped in the "current" time, in which women in their 40s come together and dispel the grating notion that women of that age are decrepit, matronly, and boring, do so in a way that feels fascinating, new, and important. As it stands now, Lost Records: Bloom and Rage is poised to be one of Don't Nod's greatest titles. Ultimately, however, much of the game's success is dependent upon the release of its second half, which is scheduled to release this April. It will take answers, action, and rewarded patience to stick the landing, but as of right now, I have faith that the team will do so.

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About GameSpot Reviews

The Good

  • Character models, visuals, and environments are gorgeous, intricately designed, and demonstrate immense artistry
  • Eerie, slow-burning story keeps players engaged and curious
  • Characters are likable, relatable, and offer a lot of depth
  • Invokes nostalgia without feeling overly cringey or hamfisted
  • Camcorder gameplay is fun and adds a personal touch to overall experience

The Bad

  • Locations are more closed off and linear than previous Don't Nod titles

About the Author

Jessica spent about eight hours exploring Velvet Cove and documenting every second of it. She reviewed Lost Records: Bloom and Rage on PC with a code provided by the publisher.
39 Comments  RefreshSorted By 
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Dezuria

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Edited By Dezuria

I'm interested, but I'll wait until the 2nd episode is out. I wish they didn't split it up like this and make us wait.

If the sales don't meet expectations, I wonder how much of it is because the full story isn't out yet? I'm sure there's plenty of people like me who'd rather play it when every episode is out.

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deactivated-67d9b4d176198

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It sounds less like a "game" in the traditional sense and more like an interactive movie.

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tronrad9000

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@just_visiting: It's an adventure game. Long history as a genre. Zork (1977 text adventure) is a game. Maniac Mansion (1987, NES version 1990) is a game.

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Akriel_Boulve

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@tronrad9000: You just demonstrated the absolute uselessness of the "adventure game" genre. When a genre can be used to describe Legend of Zelda, Tomb Raider, point and click games, and text games...it basically has no meaning.

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jerusaelem

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@Akriel_Boulve:

Not really. The term "Adventure games" specifically refers to interactive story/point-and-click puzzle games. "Sam and Max", "Monkey Island", the Telltale "Walking Dead" series and the like.

You're confusing two genres. "Legend of Zelda" and "Tomb Raider" are "ACTION-Adventure games", not "Adventure games", and yes there's a difference. It's not useless at all. If I'm looking to play something like "Grim Fandango" or "The Wolf Among Us", I'm not interesting in sifting through dozens of "God of War", "Assassin's Creed", and "Tomb Raider" sequels to find one. "Adventure games" are very SPECIFICALLY "Adventure games". Saying it "has no meaning" just because YOU don't comprehend the meaning is silly.

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Akriel_Boulve

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@jerusaelem: Go to Steam right now and look at games tagged as Adventure and then tell me I don't comprehend the meaning of the tag. Here's a short list that I see when I click that tag.

Baldur's Gate 3

Assassin's Creed Shadow

Monster Hunter Wilds

Split Fiction

Kingdom Come Deliverance II

Rust

Final Fantasy XIV

....

And so on.

Sorry but you're wrong. Action-Adventure is an amalgam of Action and Adventure, meaning it has components of BOTH genres. This is precisely why we have additional genres like "Point and Click, when hearing it from you, they should be synonymous, but they are NOT.

You are the one who does not comprehend my friend.

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VengfulOne

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@just_visiting: That's what these kinds of games are all about..

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texasgoldrush

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This review is coming from someone who did not get Double Exposure and said that Max had no development or drive, which is false.

Lost Records is okay so far, but not great. It lacks the freshness and interesting flow of LIS1, the bravery of LIS2, the maturity of Tell Me Why, the emotions and main character of True Colors, and the subversiveness and willingness to take risks of Double Exposure.

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sakaiXx

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Edited By sakaiXx

Personally I friggin love LiS 1 but after that the series kind of fell off with worse writing and shit power/supernaturals each new entry. Hope this entry able to get me back into the genre!

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texasgoldrush

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@sakaixx: Ummm....LIS1 actually has the worst dialogue of the series.

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sakaiXx

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Edited By sakaiXx

@texasgoldrush: go glaze LiS to someone else please. Dont care about some random peabody awards by jury who dont play games.

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texasgoldrush

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Edited By texasgoldrush

@sakaixx: Yet LIS1 has the worst dialogue in the series (and I liked the game very much). LIS1 was better directed than written.

Oh, and LIS1 has a Peabody.

And Alex's powers are great.

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Slannmage

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Edited By Slannmage

Now watch it not sell and there be layoffs and people shrugging blaming a publisher.

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GirlUSoCrazy

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@Slannmage: These days even if it sells there are layoffs

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texasgoldrush

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@Slannmage said:

Now watch it not sell and there be layoffs and people shrugging blaming a publisher.

It isn't selling (but it is on PS+ day 1), and there is actually a strike at DONTNOD over layoffs.

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sakaiXx

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@Slannmage: I disagree with this take. Who knows some game gamers might enjoy the game, the market doesnt have to cater to everyone this genre has its crowd.

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texasgoldrush

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@sakaixx said:

@Slannmage: I disagree with this take. Who knows some game gamers might enjoy the game, the market doesnt have to cater to everyone this genre has its crowd.

Except DONTNOD is struggling because people are not buying their games despite good reviews.

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mogan

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mogan  Moderator

@Slannmage: According to the Steam page, this is a budget priced indie game. I doubt it needs that many sales to break even and I doubt the developers were targeting mainstream gamers when they decided to make a game about two high school girls' summer adventures.

The whole point of indie games is that developers can make the game they want to make.

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texasgoldrush

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@mogan: But the studio IS in turmoil. It is underperforming Double Exposure with a lower price. And there hit game did have a mainstream audience.

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Ichirei

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@Slannmage: they always love to make excuses when games like this inevitably flop because the developers clearly have no idea what gamers want. No amount ot 9-10s from the usual reviewers is gonna change that

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LTKCentaur

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Edited By LTKCentaur

@ichirei: So all devs, big and small, should make the games that (g)amers "want", and should never make things from a place of passion or drive, and in the process, possibly give people something they didn't even consider asking for, but enjoyed nonetheless? Got it.

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Akriel_Boulve

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@ltkcentaur: Umm no? That's not what Ichirei is saying at all. Make your passion project if you want, but don't complain if most gamers don't pick up on your unique vibe.

For the past several years the people who make these kinds of games that end up flopping turn around and BLAME the gamers for not buying their game and call them all kinds of -ist and -phobe names for not liking their game.

It's literally the opposite of what you're asserting.

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LTKCentaur

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@Akriel_Boulve: In a world where (g)amers will blame w0k3n3ss, DEI, women on the dev team, queer people on the dev team, non-white people on the dev team, pronouns in the character creator, women as leading characters, black people as leading characters, and many other insane, stupid "reasons" for a game being bad or not worth playing, I can forgive (even if it is pointless and unproductive) some devs for feeling like, just maybe, (g)amers are stupid, entitled children who don't deserve video games.

Also, I know reading can be hard, but "games like this inevitably flop because the developers clearly have no idea what gamers want" is Ichirei implicitly arguing for devs to prioritize making a product first, and something driven by passion second.

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Akriel_Boulve

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All of that is totally irrelevant and a straw man argument. Plenty of games with female leads do AMAZINGLY well and not because they look like Stellar Blade. Same for non-white or LGBTQ+ characters and so on. What matters is how those things are used in the medium that determine if people like the game and whether or not they consider it to be "woke".

You simply want there to be no nuance to the discussion so you can continue punching your straw man of the anti-woke consumer, but that is not the reality of the situation.

@ltkcentaur said:

Also, I know reading can be hard, but "games like this inevitably flop because the developers clearly have no idea what gamers want" is Ichirei implicitly arguing for devs to prioritize making a product first, and something driven by passion second.

First off, you left off a very important part of that sentence to make your point.

"they always love to make excuses when games like this inevitably flop..."

This is important because if you're making a Passion Project game and are completely unconcerned about pleasing the gamers and turning a profit is a secondary concern, then why would they care if it is a flop?

You can't have it both ways.

Also I would note that nowhere in there is a PRESCRIPTION for what gamers want. The point is that the developer is out of touch with the audience and that is a problem. Plenty of experimental passion games end up going absolutely bonkers in sales, like Undertale or Balatro BECAUSE they ended up tapping in to what gamers actually want, even if they didn't know they wanted it beforehand.

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tronrad9000

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@Akriel_Boulve: Yowza you should spend less time on gaming websites bruh.

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Akriel_Boulve

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Edited By Akriel_Boulve

@tronrad9000: Your "concern" about the time I spend on gaming websites is noted "bruh".

Though the funny thing is that I spend less than an hour a week typically on any gaming websites, so I think you might be projecting a bit there bucko.

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LTKCentaur

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@Akriel_Boulve: could you quote the devs of this particular game blaming phobes and ists for this game’s failure?

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IcyBlaze_XZ

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@ltkcentaur: could you quote the reason why you brought up the "deplorables" (lol) of Gaming in the first place if you're argument now is that the devs are not blaming that "group" for this or any of their games' failure?

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Doyoyo

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@ltkcentaur: yeah the mentality ichirei uses is one that would absolutely kill the game industry if all devs subscribed to it.

Every single game would just be call of duty. Maybe open world big budget rpgs occasionally. Does this sound fun to anyone?

The devs if this game likely know exactly what kind of sales and audience they are getting. They don't need to make a "call of duty" to be happy with it.

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Akriel_Boulve

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@doyoyo: You mean your strawman of his argument would. The argument is not to tell developers to NOT make indie arthouse style games that play with the very concepts of what it means to be a game, but rather to not COMPLAIN about your experimental game flopping by blaming the audience.

THAT is what has killed many former titans of the gaming industry. There's a pattern and he's just recognizing it. From what I've read, the company is already in dire straits and this game underperforming is likely going to end them.

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Pierce_Sparrow

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@Akriel_Boulve: Who else do they blame? We live in an age where players see something from a still image or a trailer, not even necessarily in motion, but a color of hair, body type, face, etc. and instantly make a judgement call and write it off. They don't even give something a chance because it looks vaguely like it's attached to some group ideology they fundamentally disagree with. So, yeah, sorry, but when your audience is so shallow they won't give a game a chance based on something like that, they sometimes deserve the blame.

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mogan

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mogan  Moderator

@Akriel_Boulve: Have these devs complained or blamed anyone for the performance of this game?

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Akriel_Boulve

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Edited By Akriel_Boulve

@mogan: For this game? Not yet that I am aware of, but they are also in the middle of layoffs and a strike, so they're probably a bit preoccupied at the moment considering it launched barely a week ago. Considering that if this game flops, which it doesn't appear to be doing great as of now, then the company is speculated to fold.

That said, both Don't Nod and the people who took over LiS from them (Deck 9) have had controversies with some of their past games.

Again it's about noticing a pattern of game development problems and the resultant fallout that is more the focus of the discussion than any particular singular example.

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tronrad9000

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Edited By tronrad9000

@Akriel_Boulve: You haven't given any concrete "singular examples" of whiny devs blaming these amorphous "gamers" for their "flops." Deck 9 has essentially nothing to do with Dontnod. Never come to comments section looking for discussion on a game you just enjoyed, I suppose. You'll just find people like this one shouting into the void over hypotheticals.

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Akriel_Boulve

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@tronrad9000: Did you not understand my point in recognizing the pattern over presenting "singular examples", aka anecdotes?

We have TONS of examples of devs blaming the audience for the failure of their games and while this one seems to be holding ok on steam as far as ratings go, well the sales stats and simultaneous player counts are quite low.

Deck 9 has nothing to do with Dontnod, that's why they just handed over their precious IP to them...that's all. Gimme a break.

Who exactly is "shouting into the void"? I think you're projecting a bit much there my friend. I came into this discussion countering bad arguments. That's not "shouting into the void" over hypotheticals, it's having a discussion about demonstrables...

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texasgoldrush

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@Akriel_Boulve: They did put LR on PS+ day 1, like Tell Me Why is on Gamepass.

But outside it, its underperforming LIS DE.

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LTKCentaur

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@doyoyo: Exactly. And it might not find the audience the devs want. It might fall within their expectations, exceed them, or fall short of them, but they made the game they wanted to make.

That's not to say that big AAA rpgs and shooters are all soulless cash-grabs being made by passionless automatons, but there's room in this play space for big and small games of all kinds.

You don't make any of the best smaller-budget games of the last 10 years if your main concern is what the (g)amers want, rather than making the thing you want to make.

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GirlUSoCrazy

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I heard good things about it, and if you like Yellowjackets then this is probably for you

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