Below, I’ll give you small tips and pointers about the game’s mechanics and key characters. I’ll nudge you towards larger parts of the story, without ever spoiling anything. Some of the things I’ll point out might just be easter eggs or little things you’ll say, “Huh, neat detail!” Others might be larger story elements that will end up on your final choice screen recaps. Either way, you’re not going to know the details until you play yourself.
This is a guide for those who want to play the game themselves, but may want to enter it knowing just a few things about each character that could help them make decisions. After all, it’s much easier to get a read on a person in-person than it is through a screen. So don’t think of it as cheating, think of it as giving yourself the same advantages you’d have in a “real world” situation like that of Lost Records: Bloom & Rage.
You do often find yourself in creepy supernatural situations like this too, right?
All screenshots via Don’t Nod’s Lost Records: Bloom & Rage
In This Article:
General Tips and Pointers
Pick. Up. Everything. Not just because there are clues and pointers on every item, but because they did such a good job recreating the 90’s through these items. I couldn’t believe how well they captured the sound of holding an old VHS tape in your hand. But yes, pick up everything, you’ll be rewarded with some nice ASMR at the very least. Turn the items around, tap the “Read” button to get any and all text that might not be visible. The car rental pamphlet, for example, has an important detail you can use later that doesn’t appear on the pamphlet, only in the “read” box that appears when you want to read the text better. Graffiti can hold little tidbits that might make a newspaper article you can read elsewhere make more sense. Look around, you’d be surprised at just how many clues there are in this game that you can completely miss. Some people finish this game feeling completely lost, while others have a much better idea about what’s really happening in this town for themselves.
You can usually take your time in this game. There are a few time-based items, and it’ll usually be more clear. One achievement is obviously time-based. Another time you’ll want to be cautious about your time is if someone says a particular business is closing up. Spend too much time wandering around and you’ll miss your shot with that one. Other than that, take your time. Explore. Look all around, on surfaces, at the sky, look everywhere. Do it through the lens of Swann’s camcorder to find things to film. Pick things up, examine them, film them! Film everything! If you see something that stands out, film it, take note of it. The reticle will change to a circle for items you can film as part of a memoir. Sometimes, you’ll get unique interactions with people from filming them. Just hit record.
As your bonds are tested, what will you uncover?
Pay attention in this game. There are mysteries to solve and people to better understand. Take your time. In fact, some characters might say more if you just hang out around them for a few seconds. People fill in awkward silences, and they’ll do that in this game as well. That can give you additional dialog options, and more ways to change your story. I found not all dialog options get triggered in every playthrough, depending on what I explored and where I was with other conversations. Don’t be afraid to get people talking. Swann’s getting outside of her comfort zone, you should too.
Note the dialog options that give you a “heart” or a “broken heart.” You don’t have to always be perfect with everyone, but learn from your mistakes if you want to get closer to these characters. Learning what cheers them up from dialog options and these feedback icons on dialog choices will help you get to know the characters and setting of the game better. You can always restart a scene if you’re worried about a particular relationship, but it’s a lot more fun to go through your first playthrough without knowing how things will turn out.
Character guides
Swann
Swann is introspective, and she hasn’t always been kind to herself. She definitely sees her place as being behind the camera, rarely in front of it. But she still has a story to tell and a voice she wants heard, she just doesn’t know if her audience would ever grow outside herself. The summer of ’95 is her first chance to change that.
Swann’s comfortable being an introvert. She’s not unhappy with her life, but it’s clearly missing something she has had just out of reach and out of mind. Her favorite color is green, like the nature she loves exploring.
Nora
If there’s a yang to Swann’s yin, it’s Nora. Her favorite color is gold. It stands out and contrasts with its surroundings, just like Nora.
Autumn
Autumn is an army brat, which can mean a few things. First, she’s moved around a lot. This can make it difficult for her to feel like she belongs in a group. So often, she’s pulled away from a place she called home that she may be reluctant to feel at home anywhere. Secondly, it means she was raised with at least one highly disciplined parent who likely expected her to follow authoritative voices.
Autumn is a good skateboarder and a good musician. She’s at odds with her desire to rebel and her need to stay out of trouble and be self-sufficient. She’s the only one of the girls with a job. Autumn is constantly on edge. A punk with anxiety. Fears of being a “model minority” in a predominantly white town, the pressures her parents put on her, and what she herself wants to do with her life are constantly at odds. She’s a girl under pressure, and that can lead to cracks. She doesn’t like joking around when she’s stressed, but softer distractions are more than welcome. She feels like no one really gets to know her, so make the effort with her.
Autumn’s favorite color is purple, a color you may see so much in this game you might miss it.
Kat
Kat’s the opposite of judgmental. She loves when her friends let their freak flag fly. She sees the good in people because of their weirdness, not in spite of it. She has strict warden-like parents who not only home-school her, but restrict her travel and friends. She’s constantly escaping those confines to live her life.
When Kat’s at home, she’s constantly being told what to do, where to go, how to act. When she escapes authoritarian rule, the last thing she wants to be told is how to behave. She’d risk her life for the thrill of it. If she gets hurt, she’ll be fine with it, as long as she had fun.
Kat’s favorite color is blue.
Bloom and Rage
That’s not just the title of the game, it’s also a hidden mechanic you’ll want to pay attention to. Throughout the game, you’ll have the choice to be bold, brash, and argumentative, as well as the option to stay silent, be more passive, or apologetic. You should go with what feels right, but understand that if you push some people too hard, they may become distant from you. However, if you let them step all over you, you may find yourself constantly frustrated. Keep in mind that no decision happens in a vacuum, and you have to be true to yourself and your friends. There’s no wrong way to play. You don’t have to try to find a balance or stay restrained. You can play for you. The game never tries to “teach you a lesson” for your choices, which I really appreciated. Many of the pathways can be satisfying in their own ways. Play how you want to play before experimenting.
I hope these tips have helped get you excited for your first playthrough of the game. You’ll know Swann’s friends better, but they’re not the only characters in the game. I had to let some secrets out because describing them too well would spoil things, wouldn’t it? Just go in ready to explore, and pay attention to everything, and you’ll do just fine. Enjoy your stay in Velvet Cove! You may not ever want to leave.