Close your eyes, take a deep breath and let yourself be carried away by the journey of Season, a third-person atmospheric adventure bicycle superhighway journey activity. The assertion of Season is that you play a traveller recording the last moments of different cultures before they’re washed away. Through the eyes of a young woman from a faraway village, you explore the world countries for the first time.
The gameplay is centered around biking, exploring, recording pictures or audio, and encountering neighbourhood parties. The musician attribute is there in the critical moment, just as everything is about to change. You are not there to stop the change but to bear witness to it, to fix transcriptions and attempt to understand what is being lost before it’s gone.
The mission is similar to making a time capsule, deciding what would capture the spirit of the time period and carry it onwards. It’s a strong action to perform in the face of an uncertain future. The feeling that the good times are over is even more prevalent now than it was when we started working on Season many years ago.
The world of Season is a unique mix of past and present, where the mundane blends with the surreal, creating something that feels otherworldly yet relatable, strange yet familiar.
Season’s art direction is inspired by illustrators, painters, and natural illumination cinematographers. It has been specially developed from the ground up to fit the feeling of the world we are building. It is inspired by the early Japanese woodblock book artists, as well as mid-2 0th century sign artists such as Norman Wilkinson. It is a minimalist approach to realism. This simplification mindset, getting rid of rather than adding items, positioned the guidelines we kept in mind while developing the overall came looking for the game.
In Season, the depression is heated and melancholic. It’s a nature following the adjournment of a golden age, where you take a bittersweet last-place review before it becomes a distant, faded memory.
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