I think I've now found some of the words for talking about this game. So I’ll now make an effort to describe why Season: A Letter to the Future might actually be my absolute favorite video game concurrently. An effort I’ll probably return to sometime in the future.

As a person deeply interested in the topic of the archive, the base premise already resonates with me. I think the way a society preserves its history, memories and legacy is very indicative of how that society is structured and which values it upholds. History is not a given, it’s a process of writing and re-writing, at least loosely informed by the archives that hold traces of the past. But those traces aren’t a given either. Whose history does a society decide is worth recording and safeguarding? Whose history is neglected or even getting erased? The archive belongs to the ghosts - but we need it to know who we are and where we came from. There’s an intangible feeling of sadness and loss that comes with these questions, especially when talking from a queer perspective. I’m non-binary – and I do rarely find myself anywhere in what the west calls its history. Season: A Letter to the Future sits somewhere in this entangled mess of historiography, softly and calmly singing its own song.

You'd think that gamifying the process of writing about history would result in a game that you could "100%", in which you could collect all the collectibles and “win” at historiography. But Season isn't that. It's as much a game about what you do not or cannot record as it is one about what you end up recording. The tools you are given to do so are a camera, a microphone, and handwriting (or rather: handwritten prompts). What you record with them is stored in a notebook, which you can freely customize – one page per area or topic is all you are given. It’s way too little to store every information you find. The player is put in the position to center what parts are important to them and what aspects of the current season they want to preserve. They also have the power to assign moral judgements to some events, influencing if and how the next season will remember what happened. The game also adds a clever twist to its setting: It’s set in the context of already having happened. It starts with a person already reading the “finished” notebook. The parts of the game you play are narratively already in the past – this re-focuses who else might be reading the book in the future and what they are taking away from it.

Season is also about what can’t be recorded or written down, about a lot of small or big moments and their atmosphere. The roadtrip-setting of the game is one filled with endings without closure, fitting for a game about recording history. In that aspect, it’s not just about history, but also about living in it. About the people you meet and their right (not) to be remembered. But also about the people you can no longer meet, about the absences felt in this game’s world – which is brilliantly crafted. Through careful sound design, it manages to have a tangibility to it that few games will ever reach. A tangibility that makes you feel the absences even more intensely.

Season’s writing is also incredibly strong and poetic. It uses every inch of its dialogues and monologues to think about history, memory and the emotional depth that reside in those concepts. It’s beautiful. And I think that is the note I want to end on, for now. I don’t want to get into spoilers yet, as I think this game benefits from having no idea what happens next – it’s a roadtrip, after all. But I’ll return to this space, sometime in the future. Because I have so many more words to find and sentences to form about Season: A Letter to the Future.

Reviewed on Feb 12, 2023


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