Lost Records: Bloom & Rage

Lost Records : Bloom & Rageis an upcoming retro story adventure coming in two parts in 2025 . It ’s the latest speculation from developer Do n’t Nod , the company behind the critically - acclaimedLife is Strangeseries . specify across dual timeline - 1995 and 2022 - the title watch the lives of four girls and the lasting legacy of the fatal issue that exchange their lives eternally .

Firstannounced at last year ’s Game Awards , Bloom & Ragewill follow reference Swann , Autumn , Nora , and Kat as they attempt to recall the item of that Michigan summertime they all shared . Featuring immersive talks and fork paths , players will control Swann ’s lot through the things they say and the things they take to investigate . With three-fold timelines , there will be two stories to be shape in take turns fashion , with each affecting the other as players continue to progress .

Life Is foreign : Arcadia Bay Collection combines the Rachel Amber story discharge in one solid package , and is a great option for newcomer to the series .

Lost Records Bloom & Rage Tag Page Cover Art

Screen Rantinterviewed Creative Director Michel Koch , Studio Executive Producer , Luc Baghadoust , and Producer Cathy Vincelli to talk about theLost Records : Bloom and Rage ’s main characters , the dual timeline mechanism , and craft a retro Michigan mystery .

Crafting Lost Records: Bloom & Rage’s Story

Setting The Foundation For Future Entries

Obviously , there ’s one chief protagonist in this plot , but there ’s the four main girls . I would love to hear a petty turn about how you decide how you determined what you wanted their four personalities and their interpersonal dynamics to be when you were crafting this tarradiddle .

Michel Koch : Yeah , this secret plan is really a account about a group of Friend . We want to let the cat out of the bag about what it is to be part of a group , to endeavor to find your seat within a grouping of friends , so when we start to intend of the quality , we were asking ourselves , " Do we require to be able to play each of them or only to play one?“We apace determine that we felt it would bebetter to play only one graphic symbol , so you could really get to get it on the others , then make the choices for this fiber and really endeavor to get snug to one or the other , and we decided that you would toy Swann .

Swann , she ’s the confident introvert of the group . She ’s a loner , she ’s an outsider at the beginning , and quite early on in the plot something will happen where the three other girls will come to her for assist , and that ’s how she will foregather them and start to experience friendship . When we take off to exploit on characters , we begin with pilot . We wanted to ensure that we had each sort of theatrical role , of personality , with each of those missy .

Life Is Strange Arcadia Bay Collection Art

We have Nora , she ’s a flake of a Reb , and on the outside this is the original of the very rebel - like character , but late down inside she has a lot of frailty and she ’s a bit insecure . We have Autumn , the more quiver leader of the group . She ’s slenderly laid - back , and she does n’t have to talk too much for the others to listen to her , but some of her insecurities - she ’s really always waver , require to ensure that she makes the correct choice . Then we have Kat , which , in the death , she ’s a dependable rebel . She ’s the one that is very fierce , very unapologetic , and she ’s the opposite of Nora . She does n’t look like a rebel , but she ’s the one that is very , very strong .

We get with those archetypes , and then we really want to vary them a morsel to make certain that the mathematical group feels like a group of masses who you would ’ve possibly foregather as friends in your teenagehood , andwe really attempt to make them feel authentic .

In an audience awhile ago , the team name this could be setting the shot for futureLost Recordsentries as well . I would sleep with to hear just a little bit more about that idea in general and how you ’re perhaps laying the base for continuing this existence and that narrative with this first entrance .

Bloom & Rage group of four teenage girls grouped around a TV watching it, a pizza box is on the table in the middle.

Luc Baghadoust : Yeah , before this game we worked together on the first life-time is foreign game , and the second one , and there was a small connection between the games . You knew they were probably the same macrocosm , but the games were quite dissimilar . They were on the same basis of narrative - driven games , with dialogue option , environmental storytelling . For us , this is our next game after Life is foreign 2 , andwe did n’t think in terms of , " Oh , without the IP we can not do anything,“because the IP is own by Square Enix , so now that Lost Records is the new IP , Bloom and Rage is the first game with this IP , and we have all the freedom to build up what we want .

We have this character , these stories , but we have all the options to create , to reuse characters , to shift mise en scene , to keep the core sport we care , to develop new one , and to pursue this path of story game that we love to play and love to make .

Jean - Luc Cano , our author , and Michel , they have so much idea for other games . They shared with us some of these and it ’s super exciting . There ’s a short ton of great game to make , and the interesting part will be to select what ’s the best one to do next , but there are already plenty of plans .

Bloom & Rage one of the four friends from behind speaking to three others, all teenage girls.

In terms of the double configurations of this game with the timelines , did you know from the beginning that you desire that duple narration with several decades apart ?

Michel Koch : Yeah , this was really the starting point when - we get this idea five year ago with Jean - Luc , it was here at Gamescom , at the goal of Gamescom , where we were presenting Episode 4 of Life is unknown 2 , and we were start to think of , " Okay , we will before long have been finished with Life is Strange 2 , what would we do next ? " and the very , very source of the reflexion was like , " Oh , it could be interesting to make a game with two timelines . ”

Because we were getting in our 40s , we were thinking,“Maybe we want to begin to talk about adults too , to talk about grown - up character , like us , but we still would love to tattle about teenagers,“and we had this idea of start up to work on on this plot where a group of friends now meet , reconnect after a long metre and bulge out to remember , and you would play in the shared memories of their yesteryear , and they have to recall things to make up the puzzle of what happened .

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We did n’t have a lot of ideas . We did n’t know yet at the beginning what would be the tale , but we had this idea for a game complex body part understudy between two timelines , and the gameplay idea we were sure from the beginning would be the choice you make in both would affect the other .

How does crafting that form of story work ? plain , Do n’t Nod has always done an adaptative tale that as you make choices things interchange , but having it be between two freestanding timelines seems like it might be more complicated to make oeuvre , choice - wise .

Michel Koch : In one direction it ’s not that different , because choices you make in the past times - if at a point in the game , you are have got a tattoo , then when you go back to the present perhaps you may reveal and see , " Oh yes , I still have the tattoo I did 27 years ago . " This is incisively the same asLife is unknown 2 , where you were making a choicein Episode 1 , and you still see the solution in Episode 5 .

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But the twist is that we are also doing it the other way . When you are talking as adult Swann , and you ’re remembering your past for something that you have n’t seen as a histrion , you have the opportunity to define a bit of who is what . For instance , right at the get-go of the secret plan you have an early dialogue option where you ’re remembering about the cat you had as a teenager , and you have an pick to choose the name of the cat , and then each metre you play in the memories in your chamber and see the cat , the hombre will have the colour and the name that you take before .

I do n’t think it was too complex , because it ’s just other choices and forking , but the more complex part was just to imagine of interesting choices to make in the present timeline that will involve the past .

How Lost Records Differs From Life Is Strange

The Biggest Surprises For Returning Fans

In general , has there been anything about this new game that you guys happen more complicated or challenging to attempt to do , compare toLife is Strangegames ?

Cathy Vincelli : In late Life is unknown , I guess dialogue was pretty aboveboard when you were interacting with characters , and we wanted to introduce and arise on that a short bit , sowith our new dialog system of rules it ’s more naturalistic . You have chance to interrupt the great unwashed when you ’re talking , like you would in a even conversation . Maybe pick out not to answer , using your environment to look around to see if there ’s anything you could spark off dialog on to start lecture , and unlike way to lead up dialogue as well , so that was something new that we brought to the table and had to lick on , and it ’s a complex organization .

There ’s the camcorder system , also , that we heavy use . It ’s a dick that Swann is using to interact with the creation around her , since she ’s an introvert . Just the fact of take video instead of just images , the encoding process for that and having a solicitation of video which then become a memoir that you ’re able to re - watch as a picayune home telecasting with Swann ’s voiceover on the top , gives you more brainwave into the character .

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For players who have been longtime fans of theLife is Strangeseries , what would you say might surprise them most about this young entry , compared to what they ’re used to ?

Michel Koch : We try on to make the rule develop or better or change it as much as possible , like the dialogue system , the camcorder , even the navigating in the way , the examining the 3D objects . We really judge to put you in the shoes where you have much more agency over the game , where thing are respond to what you ’re doing rather than you just navigate through a more linear history .

When you examine an target , we will see fresh interactions on it . Those can trigger dialogue , because we ’re looking at an object and someone in the back is blab out about exactly what you do . Sometimes you will use your camcorder and do a close - up on an target , and then you will hear the others in the streak remembering this objective , or the teenager in the elbow room talking about it , and as you walk around , sometimes we have the other choice that you’re able to say as you take the air to cut off hoi polloi or to talk about them . We are really examine to make the game experience active and you being part of the chemical group , so the game is be around you and not hold back always for you as a player to do something . I think that ’s one of the expectant divergence .

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The other one is more on the narrative point of view , that it ’s a plot about four characters , not only about two , like Max and Chloe or Sean and Daniel . Those two were always duo , and here we ’re really trying to put you within a chemical group of friends , and there is a much bigger grandness with healthy relationship . You ’ve see when you take on the demonstration , they are here to really make you pause and attempt to adjudicate who you require to get tight to . Do you require to maybe step back and last out a second of a loner ? We do endeavor to please everybody , have a go at it that we can not always please everybody . I cogitate those are the main difference .

I know you guy wire ca n’t give too much away , but in term of how where the level end up can motley , how many unlike - not necessarily dissimilar end , but how much unlike narrative pathing can players experience ? How much do you fancy them having to play through it to see everything ?

Michel Koch : I think date everything would command a passel of playthrough . We have multiple endings , definitely , based on the relationship , on who you are confining to , ground on some important choice through the game . Those will make dissimilar endings for the summertime , like when you will recreate just what happened at the closing of the summertime of ' 95 , and unlike endings for the present tense , about the reunion evening and how the grownup are reconnecting or not during this daylight .

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But we have much more than that . We have a lot of small , short - term effect . Like in this view in the forest , properly after this second , you could make up one’s mind if you go bequeath with Nora , or right with Autumn , or wait for Kat , and those end up receive three different dialogues , and those talks are different based on what you ’ve figure before . We are trying to put a lot of small but impactful variation in dialog , in how masses are respond , everywhere through the plot , so I believe that hopefully the playthrough will be singular for each player with those , with how you film with the camcorder , and seeing everything would take a raft , but I do n’t know if player really have to see everything .

The first entry inLost Records : Bloom & Ragewill release February 18 of next yr , with its follow - up arriving March 18 .

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Lost Records: Bloom & Rage