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'''''Lake''''' is a 2021 [[graphic adventure game]] developed by [[Gamious]] and published by Whitethorn Games. Set in 1986, the story follows Meredith Weiss, a software developer who spends two weeks in her hometown of Providence Oaks, Oregon, where she temporarily assumes the role of the town's mail carrier. The player interacts with residents while delivering mail to them. The game presents [[Dialogue tree|dialogue options]] which influence the events of the story and its ending.
'''''Lake''''' is a 2021 [[graphic adventure game]] developed by [[Gamious]] and published by Whitethorn Games. Set in 1986, the story follows Meredith Weiss, a software developer who spends two weeks in her hometown of Providence Oaks, Oregon, where she temporarily assumes the role of the town's [[mail carrier]]. The player interacts with residents while delivering mail to them. The game presents [[Dialogue tree|dialogue options]] which influence the events of the story and its ending.


The four-year development began in 2017 after director Dylan Nagel pitched the concept to Gamious. The setting was chosen for its aesthetics, while the time period was selected as it offered a nostalgic and relatable feeling. The world and characters were inspired by several American sitcoms and actors, and research was conducted into narrative-focused [[adventure games]]. The development team performed extensive research of Oregon for the game's setting.
The four-year development began in 2017 after director Dylan Nagel pitched the concept to Gamious. The setting was chosen for its aesthetics, while the time period was selected as it offered a nostalgic and relatable feeling. The world and characters were inspired by several American [[sitcoms]] and actors, and research was conducted into narrative-focused [[adventure games]]. The development team performed extensive research of Oregon for the game's setting.


''Lake'' was first showcased in 2018. It was released for [[Windows]], [[Xbox One]], and [[Xbox Series X/S]] in September 2021, for [[PlayStation 4]] and [[PlayStation 5]] in April 2022, and for [[Google Stadia|Stadia]] in June 2022. It received mixed reviews, with praise for its world, characters, and performances; critics were divided on the repetitive gameplay and soundtrack. A [[downloadable content]] prequel following Meredith's father at [[Christmas]] is scheduled to release in November 2023.
''Lake'' was first showcased in 2018. It was released for [[Windows]], the [[Xbox One]], and [[Xbox Series X/S]] in September 2021, for the [[PlayStation 4]] and [[PlayStation 5]] in April 2022, and for [[Google Stadia|Stadia]] in June 2022. It received mixed reviews, with praise for its world, characters, and performances; critics were divided on the repetitive gameplay and soundtrack. A [[downloadable content]] prequel following Meredith's father at [[Christmas]] is scheduled to release in November 2023.


== Gameplay ==
== Gameplay ==
[[File:Lake gameplay.gif|thumb|left|upright=1.2|In ''Lake'', the player drives and delivers mail to the community of Providence Oaks.<ref name="Escapist Interview"/>|alt=A woman walks away from her van and places a letter in a mailbox before walking away.]]
[[File:Lake gameplay.gif|thumb|left|upright=1.2|In ''Lake'', the player drives and delivers mail to the community of Providence Oaks.<ref name="Escapist Interview"/>|alt=A woman walks away from her van and places a letter in a mailbox before walking away.]]


''Lake'' is a [[graphic adventure game]] played from a [[Third-person view|third-person perspective]].<ref name="Eurogamer Review"/> The player controls Meredith Weiss, who returns to her hometown of Providence Oaks, Oregon, to work as a mail delivery driver.<ref name="Escapist Interview"/> The player traverses the world by foot or by driving the mail van. Each day begins at the post office, and the player may freely explore locations in Providence Oaks while completing a predetermined number of deliveries, including packages and letters of correspondence, before returning to the post office.<ref name="Adventure Gamers Review"/>
''Lake'' is a [[graphic adventure game]] played from a [[Third-person view|third-person perspective]].<ref name="Eurogamer Review"/> The player controls Meredith Weiss, who returns to her hometown of Providence Oaks, Oregon, to work as a mail delivery driver.<ref name="Escapist Interview"/> The player traverses the world by foot or by driving the mail van. Each day begins at the post office, and the player may freely explore locations in Providence Oaks while completing a predetermined number of deliveries, including packages and letters of correspondence, before returning to the post office.<ref name="Adventure Gamers Review"/> A [[mini-map]] is used for navigation.<ref name="Destructoid Interview"/>


Letters are stored in Meredith's [[mail bag]] and delivered to a house's [[Letter box|mailbox]], while packages are stored in the van's [[3-way tailgate|tailgate]] and delivered to a house's front door,<ref name="Adventure Gamers Review"/> which may prompt a conversation with its [[non-player character]] occupants.<ref name="Push Square Interview"/> In these interactions, the player can choose to complete additional tasks throughout the town, and organize after-work or weekend activities with other townspeople, including romantic relationships. Alternatively, the player can choose to complete additional work for Meredith's employer in the evenings, or relax by reading or watching television or a movie.<ref name="Adventure Gamers Review"/> [[Dialogue tree|Branching dialogue choices]] are occasionally presented during conversations,<ref name="RPGFan Review"/> which may influence the nature and tone of Meredith's relationships and ultimately impact the ending.<ref name="Push Square Interview"/>
Letters are stored in Meredith's [[mail bag]] and delivered to a house's [[Letter box|mailbox]], while packages are stored in the van's [[3-way tailgate|tailgate]] and delivered to a house's front door,<ref name="Adventure Gamers Review"/> which may prompt a conversation with its [[non-player character]] occupants.<ref name="Push Square Interview"/> In these interactions, the player can choose to complete additional tasks throughout the town and organize after-work or weekend activities with other townspeople, including romantic relationships. Alternatively, the player can choose to complete additional work for Meredith's employer in the evenings or relax by reading or watching television or a movie.<ref name="Adventure Gamers Review"/> [[Dialogue tree|Branching dialogue choices]] are occasionally presented during conversations,<ref name="RPGFan Review"/> which may influence the nature and tone of Meredith's relationships and ultimately impact the ending.<ref name="Push Square Interview"/>


== Plot ==
== Plot ==
On September 1, 1986, software developer Meredith Weiss returns to her hometown of Providence Oaks after 20 years and stays at her parents' residence while they are away on a holiday trip, intending to take a short break from her hectic career at an American software company. To pass the time, she fills in for her father Thomas, the local mail carrier, for two weeks. Meredith may interact with the town's residents during her time in Providence Oaks, including her father's colleague Frank Coleman, the local postmaster; her estranged childhood best friend Kay Evans; Kay's aunt Maureen Hennessy, the proprietor of the local diner; the elderly Mildred Jenkins, [[Cat lady|who keeps many cats]]; and Lori Young, the local mechanic's daughter. Meredith may establish a romantic relationship with one of two love interests: Angie Eastman, the owner of a VHS rental shop; and Robert Harris, a lumberjack and environmental activist.<ref name="Gayming Romance"/>
On September 1, 1986, [[software developer]] Meredith Weiss returns to her hometown of Providence Oaks after 20 years and stays at her parents' residence while they are away on a holiday trip, intending to take a short break from her hectic career at an American software company. To pass the time, she fills in for her father Thomas, the local [[mail carrier]], for two weeks. Meredith may interact with the town's residents during her time in Providence Oaks, including her father's colleague Frank Coleman, the local postmaster; her estranged childhood best friend Kay Evans; Kay's aunt Maureen Hennessy, the proprietor of the local diner; the elderly Mildred Jenkins, [[Cat lady|who keeps many cats]]; and Lori Young, the local mechanic's daughter. Meredith may establish a romantic relationship with one of two love interests: Angie Eastman, the owner of a VHS rental shop; and Robert Harris, a lumberjack and environmental activist.<ref name="Gayming Romance"/>


By the game's end, the player must decide whether Meredith will stay on permanently in Providence Oaks and take over her father's position as the town's full-time mail carrier, or accept a partnership offer from her boss Steve Mitchell in the software company and return to her life in the big city. Each of these main endings has several versions, depending on the player's choices, including Meredith's romantic relationship. A third main ending becomes available if the player's choices led to Meredith owning an RV: She can go on a road trip. If Meredith owns the RV and is in a relationship with Angie, the couple can decide to depart from Providence Oaks and commit to an itinerant lifestyle.<ref name="TheGamer Achievement"/>
By the game's end, the player must decide whether Meredith will stay on permanently in Providence Oaks and take over her father's position permanently, or accept a partnership offer from her boss Steve Mitchell in the software company and return to her life in the big city. Each of these main endings has several versions, depending on the player's choices, including Meredith's romantic relationship. A third main ending becomes available if the player's choices led to Meredith owning an [[RV]]: if Meredith is in a relationship with Angie, the couple can depart from Providence Oaks and commit to an itinerant lifestyle.<ref name="TheGamer Achievement"/>


== Development ==
== Development ==
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|footer=The development team's nostalgia for [[diner]]s, [[VHS]] movies, and [[arcade machines]] contributed to ''Lake''{{'}}s 1986 setting.<ref name="Push Square Interview"/><ref name="Gamer.nl Interview"/>}}
|footer=The development team's nostalgia for [[diner]]s, [[VHS]] movies, and [[arcade machines]] contributed to ''Lake''{{'}}s 1986 setting.<ref name="Push Square Interview"/><ref name="Gamer.nl Interview"/>}}


''Lake'' was developed by Dutch company [[Gamious]].<ref name="Push Square Interview"/> In 2017, studio founders Pim and Jos Bouman invited Dylan Nagel to pitch game ideas to the team. After two unsuccessful concepts—a dungeon-set [[puzzle game]], and a space game with branching narratives<ref name="LudoNarraCon Nagel"/>{{rp|at=1:50}}—Nagel pitched ''Lake'' with a picture of a car driving around a lake. The idea resonated with the team, and they found using a mail truck justified the gameplay concept of driving around and meeting people.<ref name="Push Square Interview"/> They crafted a [[game design document]] shortly thereafter, outlining the concept and potential gameplay ideas.<ref name="LudoNarraCon Nagel"/>{{rp|at=4:00}} Research was conducted into [[adventure game]]s focusing on narrative, such as ''[[Alan Wake]]'', ''[[Firewatch]]'', and ''[[Gone Home]]''.<ref name="LudoNarraCon Nagel"/>{{rp|at=4:42}}
''Lake'' was developed by Dutch company [[Gamious]].<ref name="Push Square Interview"/> In 2017, studio founders Pim and Jos Bouman invited freelance game developer Dylan Nagel to pitch game ideas to the team. After two unsuccessful concepts—a dungeon-set [[puzzle game]] and a space game with branching narratives<ref name="LudoNarraCon Nagel"/>{{rp|at=1:50}}—Nagel pitched ''Lake'' with a picture of a car driving around a lake. The idea resonated with the team, and they found using a mail truck justified the gameplay concept of driving around and meeting people.<ref name="Push Square Interview"/> They crafted a [[game design document]] shortly thereafter, outlining the concept and potential gameplay ideas.<ref name="LudoNarraCon Nagel"/>{{rp|at=4:00}} Research was conducted into [[adventure game]]s focusing on narrative, such as ''[[Alan Wake]]'', ''[[Firewatch]]'', and ''[[Gone Home]]''.<ref name="LudoNarraCon Nagel"/>{{rp|at=4:42}}


A small team was formed to flesh out the concept in November 2017; over time, the team grew with artists, animators, programmers, and a producer.<ref name="80 Level"/> The team aimed to complete the game within 18 months; development ultimately took almost four years.<ref name="Game Rant Interview"/> Several titles were considered; ''Lake'' received no objections due to its "simple and carefree vibe".<ref name="Push Square Interview"/> Most important creative choices had been decided before the [[COVID-19 pandemic]] in 2020, allowing the team to shift to [[remote work]] with few difficulties.<ref name="Gamer.nl Interview"/> They found the pandemic increased demand for a relaxing experience, though the game was conceived years prior.<ref name="Gamer.nl Interview"/>
A small team was formed to flesh out the concept in November 2017, and artists, animators, programmers, and a producer were added over time.<ref name="80 Level"/> The team aimed to complete the game within 18 months, though development ultimately took almost four years.<ref name="Game Rant Interview"/> Several titles were considered; ''Lake'' received no objections due to its "simple and carefree vibe".<ref name="Push Square Interview"/> Most important creative choices had been decided before the [[COVID-19 pandemic]] in 2020, allowing the team to shift to [[remote work]] with few difficulties.<ref name="Gamer.nl Interview"/> They found the pandemic increased demand for a relaxing experience.<ref name="Gamer.nl Interview"/>


Articy Draft was used to create the narrative with its branching options.<ref name="LudoNarraCon Nagel"/>{{rp|at=6:02}} The writers crafted a simple story to allow the player to enjoy their time in the world.<ref name="Game Rant Interview"/> They wanted the player to feel in control of the story as opposed to simply witnessing it,<ref name="Destructoid Interview"/> allowing them to opt in to tasks at their own choice without feeling stressed,<ref name="Game Rant Interview"/> partly achieved by isolating characters to individual stories.<ref name="Escapist Interview"/> Lead writer Jos Bouman sought each action to feel significant regardless of their results due to the quietness and immersion of the world,<ref name="Game Rant Interview"/><ref name="Edge Interview"/> and wanted the dilemmas to feel complex without correct answers.<ref name="Escapist Interview"/> He felt most players could resonate with Meredith and Kay's relationship as "most people have grown apart from friends they knew back in the day".<ref name="Destructoid Interview"/>
Game development management software Articy Draft was used to create the narrative with its branching options.<ref name="LudoNarraCon Nagel"/>{{rp|at=6:02}} The writers crafted a simple story to allow the player to enjoy their time in the world.<ref name="Game Rant Interview"/> They wanted the player to feel in control of the story as opposed to simply witnessing it,<ref name="Destructoid Interview"/> allowing them to opt in to tasks without feeling stressed,<ref name="Game Rant Interview"/> partly achieved by isolating characters to individual stories.<ref name="Escapist Interview"/> Lead writer Jos Bouman sought each action to feel significant regardless of their results due to the quietness and immersion of the world,<ref name="Game Rant Interview"/><ref name="Edge Interview"/> and wanted the dilemmas to feel complex without correct answers.<ref name="Escapist Interview"/> He felt most players could resonate with Meredith and Kay's relationship as "most people have grown apart from friends they knew back in the day".<ref name="Destructoid Interview"/>


Several characters were physically based on blends of famous actors, such as [[George Carlin]], [[Bill Murray]], [[Hailee Steinfeld]], and [[Betty White]].<ref name="LudoNarraCon Nagel"/>{{rp|at=5:38}} Bouman cited American sitcoms ''[[Cheers]]'', ''[[Northern Exposure]]'', and ''[[Seinfeld]]'' as inspirations for their balance between comedy and personal stories.<ref name="Destructoid Interview"/> The team wanted to present ''Lake'' as a laid-back, relaxing video game experience with a sincere and mature narrative; Bouman called it "anti-''[[Grand Theft Auto|GTA]]''" due to its lack of confrontation or stakes.<ref name="Escapist Interview"/> He described it as "a game about nothing" that is relatable to players as a [[slice of life]].<ref name="WW Interview"/>
Several characters were physically based on blends of famous actors, such as [[George Carlin]], [[Bill Murray]], [[Hailee Steinfeld]], and [[Betty White]].<ref name="LudoNarraCon Nagel"/>{{rp|at=5:38}} Bouman cited American [[sitcom]]s ''[[Cheers]]'', ''[[Northern Exposure]]'', and ''[[Seinfeld]]'' as inspirations for their balance between comedy and personal stories.<ref name="Destructoid Interview"/> The team wanted to present ''Lake'' as a laid-back, relaxing video game experience with a sincere and mature narrative; Bouman called it "anti-''[[Grand Theft Auto|GTA]]''" due to its lack of confrontation or stakes.<ref name="Escapist Interview"/> He described it as "a game about nothing" that is relatable to players as a [[slice of life]].<ref name="WW Interview"/>


The team chose 1986 for the setting as it offered a relatable, nostalgic feeling and avoided modern troubles from mobile phones and the internet;<ref name="Push Square Interview"/><ref name="Game Rant Interview"/> Nagel, Bouman, and several other team members grew up in the 1980s.<ref name="Escapist Interview"/> They considered [[diner]]s, [[VHS]] movies, and [[arcade machines]] particularly nostalgic and recognizable.<ref name="Gamer.nl Interview"/> The team found a modern setting would not justify regular meetups with friends due to the prevalence of social media messaging.<ref name="GamesRadar Interview"/> Bouman felt, despite being inconsistent with the era, the [[mini-map]] did not "feel like it's cheating" as it is an acceptable video game convention.<ref name="Destructoid Interview"/> [[Parody]] versions of VHS tape covers received positive feedback in demonstrations of the game, prompting character art director Sonja van Vuure to create more for the final version.<ref name="GamesRadar Interview"/>
The team chose 1986 for the setting as it offered a relatable, nostalgic feeling and avoided modern troubles from mobile phones and the internet.<ref name="Push Square Interview"/><ref name="Game Rant Interview"/> Several team members grew up in the 1980s and considered [[diner]]s, [[VHS]] movies, and [[arcade machines]] particularly nostalgic and recognizable.<ref name="Escapist Interview"/><ref name="Gamer.nl Interview"/> The team found a modern setting would not justify regular meetups with friends due to the prevalence of social media messaging.<ref name="GamesRadar Interview"/> Bouman considered the mini-map an acceptable video game convention that did not "feel like it's cheating", despite being inconsistent with the setting's era.<ref name="Destructoid Interview"/> [[Parody]] versions of VHS tape covers received positive feedback in demonstrations of the game, prompting character art director Sonja van Vuure to create more for the final version.<ref name="GamesRadar Interview"/>


The team considered different locations for the game, including Canada, [[Norway]], or [[Scandinavia]], but found they would require additional context for the player.<ref name="Escapist Interview"/><ref name="WW Interview"/> The states of [[Idaho]], [[Montana]], and [[Wyoming]] were considered,<ref name="USgamer Interview"/> but Oregon was ultimately chosen for its aesthetics; Nagel had lived in [[Beaverton, Oregon|Beaverton]] for 18 months in the early 2000s.<ref name="WW Interview"/><ref name="GamesRadar Interview"/> The team felt they were familiar with Oregon and the [[Pacific Northwest]] through television shows like ''[[First Blood]]'', ''[[Gilmore Girls]]'', and ''[[Twin Peaks]]'', and figured players would similarly be familiar as consumers of American popular culture. Technical environment artist Jonathan van Immerzeel performed extensive research through [[Google Maps]] and books about trees in the region.<ref name="Game Rant Interview"/> United States-based publisher Whitethorn Games reviewed the dialogue to ensure it sounded authentic.<ref name="WW Interview"/> The game was built using the [[game engine]] [[Unity (game engine)|Unity]]. Van Immerzeel used several Unity tools in development, such as World Creator for the landscape and Vegetation Studio for the environment. The game uses a proprietary lighting system, with the goal to create a natural look while maintaining artistic control.<ref name="80 Level"/>
The team considered different locations for the game, including Canada or [[Scandinavia]], but found they would be less familiar for the player.<ref name="Escapist Interview"/><ref name="WW Interview"/> The states of [[Idaho]], [[Montana]], and [[Wyoming]] were considered,<ref name="USgamer Interview"/> but Oregon was ultimately chosen for its aesthetics; Nagel had lived in [[Beaverton, Oregon|Beaverton]] for 18 months in the early 2000s.<ref name="WW Interview"/><ref name="GamesRadar Interview"/> The team felt they were familiar with Oregon and the [[Pacific Northwest]] through television shows like ''[[First Blood]]'', ''[[Gilmore Girls]]'', and ''[[Twin Peaks]]'', and figured players would similarly be familiar as consumers of American popular culture. Technical environment artist Jonathan van Immerzeel performed extensive research through [[Google Maps]] and books about trees in the region.<ref name="Game Rant Interview"/> United States-based publisher Whitethorn Games reviewed the dialogue to ensure it sounded authentic.<ref name="WW Interview"/> The game was built using the [[game engine]] [[Unity (game engine)|Unity]]. Van Immerzeel used several Unity tools in development, such as World Creator for the landscape and Vegetation Studio for the environment. The game uses a proprietary lighting system with the goal to create a natural look while maintaining artistic control.<ref name="80 Level"/>


== Release and promotion ==
== Release and promotion ==
''Lake'' was first showcased through a playable demonstration at the Dutch game convention Indigo in 2018; a [[vertical slice]] was developed in about six months.<ref name="80 Level"/> It was showcased at AdventureX in November 2018.<ref name="AdventureX"/> A trailer was shown during the [[E3 2020#Guerrilla Collective|Guerrilla Collective]] in June 2020, carrying a Q4 2020 release date; Bouman predicted a delay due to the amount of work involved.<ref name="USgamer Interview"/> Whitethorn Games demonstrated a trailer during its digital showcase in March 2021,<ref name="Push Square Whitethorn"/> and the game was showcased at LudoNarraCon in April.<ref name="Destructoid Interview"/> A [[Game demo|demo]] was available for Windows and Xbox in June 2021 as part of Steam Next Fest and [[Summer Game Fest]].<ref name="Adventure Gamers Steam"/><ref name="Game Developer Xbox"/> During the Wholesome Direct at [[E3 2021|E3]] in June 2021, Gamious announced ''Lake'' would be released for [[Windows]], [[Xbox One]], and [[Xbox Series X/S]] on September 1, 2021.<ref name="IGN Date"/>
''Lake'' was first showcased through a playable [[Game demo|demo]] at the Dutch game convention Indigo in 2018, after about six months of development.<ref name="80 Level"/> It was playable at AdventureX in November 2018.<ref name="AdventureX"/> A trailer was shown during the [[E3 2020#Guerrilla Collective|Guerrilla Collective]] in June 2020, carrying a Q4 2020 release date; Bouman predicted a delay due to the amount of work involved.<ref name="USgamer Interview"/> Whitethorn Games demonstrated a trailer during its digital presentation in March 2021,<ref name="Push Square Whitethorn"/> and the game was showcased at LudoNarraCon in April.<ref name="Destructoid Interview"/> A demo was available in June 2021 as part of Steam Next Fest and [[Summer Game Fest]].<ref name="Adventure Gamers Steam"/><ref name="Game Developer Xbox"/> During the Wholesome Direct at [[E3 2021|E3]] in June 2021, Gamious announced ''Lake'' would be released for [[Windows]], the [[Xbox One]], and [[Xbox Series X/S]] on September 1, 2021.<ref name="IGN Date"/>


The game was originally [[refused classification]] on Xbox in Australia due to its drug use following submission through the [[International Age Rating Coalition]], preventing its sale;<ref name="Kotaku RC 1"/> after conversations between the developers and [[Australian Classification Board]], the game received an R18+ rating.<ref name="Kotaku RC 2"/> ''Lake'' was available through [[Xbox Game Pass]] from December 2021 to December 2022.<ref name="Pure Xbox"/><ref name="GameSpot Game Pass"/> The game was released for [[PlayStation 4]] and [[PlayStation 5]] on April 8, 2022;<ref name="Gematsu Date"/> a physical version was distributed by Perp Games, featuring a map of Providence Oaks.<ref name="GamingBolt Date"/> In partnership with [[Eden Reforestation Projects]], Perp Games pledged to plant two trees for every copy sold.<ref name="Perp Games"/> The game was released for [[Google Stadia|Stadia]] on June 1, 2022.<ref name="Game Informer Preview"/> In June 2023, Gamious announced ''Season's Greetings'', a [[downloadable content]] expansion set nine months before the main story, following Meredith's father Thomas at [[Christmas]];<ref name="Eurogamer DLC"/> it is due for release in November. The team sought to ensure an authentic winter feeling with sound and visual effects responding to snow.<ref name="Bleeding Cool DLC"/>
The game was originally [[refused classification]] on Xbox in Australia due to a scene involving drug use following submission through the [[International Age Rating Coalition]], preventing its sale.<ref name="Kotaku RC 1"/> After conversations between the developers and [[Australian Classification Board]], the game received an R18+ rating.<ref name="Kotaku RC 2"/> ''Lake'' was available through [[Xbox Game Pass]] from December 2021 to December 2022.<ref name="Pure Xbox"/><ref name="GameSpot Game Pass"/> The game was released for the [[PlayStation 4]] and [[PlayStation 5]] on April 8, 2022;<ref name="Gematsu Date"/> a physical version was distributed by Perp Games, featuring a map of Providence Oaks.<ref name="GamingBolt Date"/> In partnership with [[Eden Reforestation Projects]], Perp Games pledged to plant two trees for every copy sold.<ref name="Perp Games"/> The game was released for [[Google Stadia|Stadia]] on June 1, 2022.<ref name="Game Informer Preview"/> In June 2023, Gamious announced a [[downloadable content]] expansion, ''Season's Greetings'', set nine months before the main story, following Meredith's father Thomas at [[Christmas]].<ref name="Eurogamer DLC"/> It is due for release in November. The team sought to ensure an authentic winter feeling with sound and visual effects responding to snow.<ref name="Bleeding Cool DLC"/>


== Reception ==
== Reception ==
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}}


''Lake'' received "mixed or average" reviews for most platforms according to [[review aggregator]] [[Metacritic]], while the PlayStation 5 version received "generally favorable" reviews,<ref name="MC"/> and the game has a 40% approval rating on [[OpenCritic]].<ref name="OpenCritic"/> ''[[The New Yorker]]''{{'}}s Simon Parkin listed it among the best games of 2021.<ref name="New Yorker"/> It received two nominations at the [[Gayming Awards]].<ref name="Gayming Awards"/> In March 2022, Bouman said the game had been profitable.<ref name="Game Rant Interview"/>
''Lake'' received "mixed or average" reviews for most platforms according to [[review aggregator]] [[Metacritic]], while the PlayStation 5 version received "generally favorable" reviews,<ref name="MC"/> and the game has a 40% approval rating on [[OpenCritic]].<ref name="OpenCritic"/> ''[[The New Yorker]]''{{'}}s [[Simon Parkin]] listed it among the best games of 2021.<ref name="New Yorker"/> It received two nominations at the [[Gayming Awards]]: Best LGBTQ Indie Game and Best LGBTQ Character for Meredith.<ref name="Gayming Awards"/> In March 2022, Bouman said the game had been profitable.<ref name="Game Rant Interview"/>


''[[Adventure Gamers]]''{{'}}s Peter Mattsson found the gameplay "ideal for anyone who just needs an opportunity to catch their breath", comparing it to his own experiences with country driving.<ref name="Adventure Gamers Review"/> Some reviewers considered the experience relaxing, but felt it became too repetitive, particularly due to Meredith's slow movement;<ref name="RPGFan Review"/><ref name="Jeuxvideo Review"/> ''[[Push Square]]''{{'}}s Liam Croft wrote it was "too shallow from start to finish".<ref name="Push Square Review"/> ''[[Gamepressure]]''{{'}}s Giancarlo Saldana was disappointed by the omission of some animations, such as entering and exiting the van.<ref name="Gamepressure Review"/> Several reviewers encountered technical glitches,<ref name="Eurogamer Review"/><ref name="RPGFan Review"/><ref name="NME Review"/> with some requiring the game to be reloaded.<ref name="Push Square Review"/><ref name="Guardian Review"/>
''[[Adventure Gamers]]''{{'}}s Peter Mattsson found the gameplay "ideal for anyone who just needs an opportunity to catch their breath", comparing it to his experiences with country driving.<ref name="Adventure Gamers Review"/> Some reviewers considered the experience relaxing, but felt it became too repetitive, particularly due to Meredith's slow movement;<ref name="RPGFan Review"/><ref name="Jeuxvideo Review"/> ''[[Push Square]]''{{'}}s Liam Croft wrote it was "too shallow from start to finish".<ref name="Push Square Review"/> ''[[Gamepressure]]''{{'}}s Giancarlo Saldana was disappointed by the omission of some animations, such as entering and exiting the van.<ref name="Gamepressure Review"/> Several reviewers encountered [[glitch]]es,<ref name="Eurogamer Review"/><ref name="RPGFan Review"/><ref name="NME Review"/> with some requiring the game to be reloaded.<ref name="Push Square Review"/><ref name="Guardian Review"/>


Several critics considered the narrative simplistic but effective;<ref name="TGM Review"/><ref name="Guardian Review"/><ref name="Gamepressure Review"/> ''RPGFan''{{'}}s Caitlin Argyros found it "a bit dull" but acknowledged the uniqueness of its lack of grandeur.<ref name="RPGFan Review"/> ''[[NME]]''{{'}}s Hirun Cryer praised the "brilliant branching narrative pathways",<ref name="NME Review"/> and ''[[Eurogamer]]''{{'}}s Emad Ahmed wanted more character interactions.<ref name="Eurogamer Review"/> ''Push Square''{{'}}s Croft considered the story "the perfect pallet {{sic}} cleanser after a heavier title", though found its simplicity limiting.<ref name="Push Square Review"/> ''Adventure Gamers''{{'}}s Mattsson considered the narrative "memorable, delightful, and at times profound" and praised its impartiality regarding Meredith's final decision;<ref name="Adventure Gamers Review"/> conversely, ''[[Destructoid]]''{{'}}s Zoey Handley felt it pressured the player towards choosing to stay, removing their agency.<ref name="Destructoid Review"/> ''[[Jeuxvideo.com]]''{{'}}s Pauline Leclercq found the narrative authentic but the conclusion predictable.<ref name="Jeuxvideo Review"/>
Several critics considered the narrative simplistic but effective.<ref name="TGM Review"/><ref name="Guardian Review"/><ref name="Gamepressure Review"/> ''RPGFan''{{'}}s Caitlin Argyros found it "a bit dull" but acknowledged the uniqueness of its lack of grandeur.<ref name="RPGFan Review"/> ''[[NME]]''{{'}}s Hirun Cryer praised the "brilliant branching narrative pathways",<ref name="NME Review"/> and ''[[Eurogamer]]''{{'}}s Emad Ahmed wanted more character interactions.<ref name="Eurogamer Review"/> ''Push Square''{{'}}s Croft considered the story an effective [[palate cleanser]] in contrast to "heavier" games, though found its simplicity limited its potential.<ref name="Push Square Review"/> ''Adventure Gamers''{{'}}s Mattsson considered the narrative "memorable, delightful, and at times profound" and praised its impartiality regarding Meredith's final decision.<ref name="Adventure Gamers Review"/> Conversely, ''[[Destructoid]]''{{'}}s Zoey Handley felt it pressured the player into choosing to stay, removing their agency.<ref name="Destructoid Review"/> ''[[Jeuxvideo.com]]''{{'}}s Pauline Leclercq found the narrative authentic but the conclusion predictable.<ref name="Jeuxvideo Review"/>


[[File:Lake romance.jpg|thumb|left|upright=1.2|''Lake'' received attention for its [[LGBT themes in video games|depiction]] of a [[same-sex relationship]] between Meredith and Angie,<ref name="Gayming Review"/><ref name="Paste Tapestry"/> and was nominated for two [[Gayming Awards]].<ref name="Gayming Awards"/>|alt=A video game screenshot of a blonde woman standing behind a brunette woman with her hands around her eyes.]]
[[File:Lake romance.jpg|thumb|left|upright=1.2|''Lake'' received attention for its [[LGBT themes in video games|depiction]] of the [[same-sex relationship]] between Meredith and Angie<ref name="Gayming Review"/><ref name="Paste Tapestry"/> and it was nominated for two [[Gayming Awards]].<ref name="Gayming Awards"/>|alt=A video game screenshot of a blonde woman standing behind a brunette woman with her hands around her eyes.]]


Some journalists highlighted the handling of [[midlife crisis]] as a major narrative theme;<ref name="Gayming Review"/><ref name="Kotaku Crisis"/><ref name="PC Gamer Crisis"/> ''[[Kotaku Australia]]''{{'}}s David Smith wrote it "kickstarted" his midlife crisis and prompted him to consider small-town living.<ref name="Kotaku Crisis"/> ''Destructoid''{{'}}s Handley felt her criticisms of the game largely reflected her own experience growing up in a small town.<ref name="Destructoid Review"/> ''[[Gayming Magazine]]''{{'}}s Aimee Hart called the game "undeniably [[queer]]" and praised its depiction of queerness in a small town in the 1980s.<ref name="Gayming Review"/> ''[[Paste (magazine)|Paste]]''{{'}}s Grace Benfell bemoaned the story's political avoidance, such as the lack of discussion about the [[HIV/AIDS in the United States|AIDS epidemic]] despite highlighting queer characters, and the [[criticism of capitalism]] without representative characters and experiences.<ref name="Paste Tapestry"/>
Some journalists highlighted the handling of [[midlife crisis]] as a major narrative theme;<ref name="Gayming Review"/><ref name="Kotaku Crisis"/><ref name="PC Gamer Crisis"/> ''[[Kotaku Australia]]''{{'}}s David Smith wrote it "kickstarted" his midlife crisis and prompted him to consider small-town living.<ref name="Kotaku Crisis"/> ''Destructoid''{{'}}s Handley felt her criticisms of the game largely reflected her experience growing up in a small town.<ref name="Destructoid Review"/> ''[[Gayming Magazine]]''{{'}}s Aimee Hart called the game "undeniably [[queer]]" and praised its depiction of queerness in a small town in the 1980s.<ref name="Gayming Review"/> ''[[Paste (magazine)|Paste]]''{{'}}s Grace Benfell bemoaned the story's political avoidance, such as the lack of discussion about the [[HIV/AIDS in the United States|AIDS epidemic]] despite highlighting queer characters, and the [[criticism of capitalism]] without representative characters and experiences.<ref name="Paste Tapestry"/>


The voice performances were praised by reviewers;<ref name="Adventure Gamers Review"/><ref name="RPGFan Review"/><ref name="TGM Review"/> ''Jeuxvideo.com''{{'}}s Leclercq felt they provided life to otherwise devoid characters.<ref name="Jeuxvideo Review"/> ''Eurogamer''{{'}}s Ahmed considered Meredith "one of the most memorable, fully-fleshed out video game characters" of the year and found himself "unusually invested" in the lives of the community.<ref name="Eurogamer Review"/> Several critics similarly enjoyed the characters;<ref name="Push Square Review"/><ref name="Gamepressure Review"/><ref name="Multiplayer Review"/> ''NME''{{'}}s Cryer felt their personalities invited the player to return to them frequently.<ref name="NME Review"/> Conversely, ''RPGFan''{{'}}s Argyros found some characters' stories too random, and lamented their lack of development.<ref name="RPGFan Review"/>
The voice performances were praised by reviewers.<ref name="Adventure Gamers Review"/><ref name="RPGFan Review"/><ref name="TGM Review"/> ''Jeuxvideo.com''{{'}}s Leclercq felt they provided life to otherwise devoid characters.<ref name="Jeuxvideo Review"/> ''Eurogamer''{{'}}s Ahmed considered Meredith "one of the most memorable, fully-fleshed out video game characters" of the year and found himself "unusually invested" in the lives of the community.<ref name="Eurogamer Review"/> Several critics similarly enjoyed the characters.<ref name="Push Square Review"/><ref name="Gamepressure Review"/><ref name="Multiplayer Review"/> ''NME''{{'}}s Cryer felt their personalities invited the player to return to them frequently.<ref name="NME Review"/> Conversely, ''RPGFan''{{'}}s Argyros found some characters' stories too random, and lamented their lack of development.<ref name="RPGFan Review"/>


''[[The Guardian]]''{{'}}s Keza MacDonald lauded the effort put into creating the world, describing it as "a good-looking place to drive around for a few hours".<ref name="Guardian Review"/> ''Adventure Gamers''{{'}}s Mattsson praised the [[cel-shaded]] graphics for appearing both realistic and handmade.<ref name="Adventure Gamers Review"/> ''RPGFan''{{'}}s Argyros enjoyed the visuals and town, but found the animations awkward and lamented the lack of detailed facial animations.<ref name="RPGFan Review"/> Several reviewers enjoyed the selection of radio station music for complementing the gameplay,<ref name="Eurogamer Review"/><ref name="Adventure Gamers Review"/><ref name="TGM Review"/> though some criticized its repetitiveness and lack of variety;<ref name="RPGFan Review"/><ref name="Gamepressure Review"/> ''Destructoid''{{'}}s Handley preferred to play without music, though acknowledged it was due to her subjective taste.<ref name="Destructoid Review"/>
''[[The Guardian]]''{{'}}s Keza MacDonald lauded the effort put into creating the world, describing it as "a good-looking place to drive around for a few hours".<ref name="Guardian Review"/> ''Adventure Gamers''{{'}}s Mattsson praised the [[cel-shaded]] graphics for appearing both realistic and handmade.<ref name="Adventure Gamers Review"/> ''RPGFan''{{'}}s Argyros enjoyed the visuals and town, but found the animations awkward and lamented the lack of detailed facial animations.<ref name="RPGFan Review"/> Several reviewers enjoyed the selection of radio station music for complementing the gameplay,<ref name="Eurogamer Review"/><ref name="Adventure Gamers Review"/><ref name="TGM Review"/> though some criticized its repetitiveness and lack of variety.<ref name="RPGFan Review"/><ref name="Gamepressure Review"/> ''Destructoid''{{'}}s Handley preferred to play without music due to her aversion to [[country pop]] songs.<ref name="Destructoid Review"/>


== References ==
== References ==
Line 180: Line 180:
<ref name="Multiplayer Review">{{cite web |url=https://multiplayer.it/recensioni/lake-recensione.html |title=Lake, la recensione del gioco che ci invita a rallentare... |lang=it |trans-title=Lake, the review of the game that invites us to slow down ... |last=Serino |first=Francesco |work=Multiplayer.it |publisher=NetAddiction |date=September 5, 2021 |accessdate=June 13, 2023 |archiveurl=https://web.archive.org/web/20210905123431/https://multiplayer.it/recensioni/lake-recensione.html |archivedate=September 5, 2021 |url-status=live }}</ref>
<ref name="Multiplayer Review">{{cite web |url=https://multiplayer.it/recensioni/lake-recensione.html |title=Lake, la recensione del gioco che ci invita a rallentare... |lang=it |trans-title=Lake, the review of the game that invites us to slow down ... |last=Serino |first=Francesco |work=Multiplayer.it |publisher=NetAddiction |date=September 5, 2021 |accessdate=June 13, 2023 |archiveurl=https://web.archive.org/web/20210905123431/https://multiplayer.it/recensioni/lake-recensione.html |archivedate=September 5, 2021 |url-status=live }}</ref>


<ref name="New Yorker">{{cite magazine |url=https://www.newyorker.com/culture/2021-in-review/the-best-video-games-of-2021 |title=The Best Video Games of 2021 |last=Parkin |first=Simon |magazine=[[The New Yorker]] |publisher=[[Advance Publications]] |date=December 12, 2021 |accessdate=June 13, 2023 |archiveurl=https://web.archive.org/web/20211212111127/https://www.newyorker.com/culture/2021-in-review/the-best-video-games-of-2021 |archivedate=December 12, 2021 |url-status=live }}</ref>
<ref name="New Yorker">{{cite magazine |url=https://www.newyorker.com/culture/2021-in-review/the-best-video-games-of-2021 |title=The Best Video Games of 2021 |last=Parkin |first=Simon |authorlink=Simon Parkin |magazine=[[The New Yorker]] |publisher=[[Advance Publications]] |date=December 12, 2021 |accessdate=June 13, 2023 |archiveurl=https://web.archive.org/web/20211212111127/https://www.newyorker.com/culture/2021-in-review/the-best-video-games-of-2021 |archivedate=December 12, 2021 |url-status=live }}</ref>


<ref name="NME Review">{{cite web |url=https://www.nme.com/reviews/game-reviews/lake-review-a-compelling-and-captivating-narrative-tale-3033787 |title='Lake' review: a compelling and captivating narrative tale |last=Cryer |first=Hirun |work=[[NME]] |date=August 31, 2021 |accessdate=June 13, 2023 |archiveurl=https://web.archive.org/web/20210831173810/https://www.nme.com/reviews/game-reviews/lake-review-a-compelling-and-captivating-narrative-tale-3033787 |archivedate=August 31, 2021 |url-status=live }}</ref>
<ref name="NME Review">{{cite web |url=https://www.nme.com/reviews/game-reviews/lake-review-a-compelling-and-captivating-narrative-tale-3033787 |title='Lake' review: a compelling and captivating narrative tale |last=Cryer |first=Hirun |work=[[NME]] |date=August 31, 2021 |accessdate=June 13, 2023 |archiveurl=https://web.archive.org/web/20210831173810/https://www.nme.com/reviews/game-reviews/lake-review-a-compelling-and-captivating-narrative-tale-3033787 |archivedate=August 31, 2021 |url-status=live }}</ref>

Revision as of 01:29, 17 September 2023

Lake
Cover art featuring (clockwise from center) Meredith, Robert, Lori, Kay, and Angie
Developer(s)Gamious
Publisher(s)Whitethorn Games
Director(s)Dylan Nagel
Producer(s)Eva Nieuwdorp
Designer(s)
  • Dylan Nagel
  • Jos Bouman
Programmer(s)Luc Schols
Artist(s)
  • Jonathan van Immerzeel
  • Sonja van Vuure
Writer(s)Jos Bouman
EngineUnity
Platform(s)
Release
  • Windows, XONE, XSXS
  • September 1, 2021
  • PS4, PS5
  • April 8, 2022
  • Stadia
  • June 1, 2022
Genre(s)Graphic adventure
Mode(s)Single-player

Lake is a 2021 graphic adventure game developed by Gamious and published by Whitethorn Games. Set in 1986, the story follows Meredith Weiss, a software developer who spends two weeks in her hometown of Providence Oaks, Oregon, where she temporarily assumes the role of the town's mail carrier. The player interacts with residents while delivering mail to them. The game presents dialogue options which influence the events of the story and its ending.

The four-year development began in 2017 after director Dylan Nagel pitched the concept to Gamious. The setting was chosen for its aesthetics, while the time period was selected as it offered a nostalgic and relatable feeling. The world and characters were inspired by several American sitcoms and actors, and research was conducted into narrative-focused adventure games. The development team performed extensive research of Oregon for the game's setting.

Lake was first showcased in 2018. It was released for Windows, the Xbox One, and Xbox Series X/S in September 2021, for the PlayStation 4 and PlayStation 5 in April 2022, and for Stadia in June 2022. It received mixed reviews, with praise for its world, characters, and performances; critics were divided on the repetitive gameplay and soundtrack. A downloadable content prequel following Meredith's father at Christmas is scheduled to release in November 2023.

Gameplay

A woman walks away from her van and places a letter in a mailbox before walking away.
In Lake, the player drives and delivers mail to the community of Providence Oaks.[1]

Lake is a graphic adventure game played from a third-person perspective.[2] The player controls Meredith Weiss, who returns to her hometown of Providence Oaks, Oregon, to work as a mail delivery driver.[1] The player traverses the world by foot or by driving the mail van. Each day begins at the post office, and the player may freely explore locations in Providence Oaks while completing a predetermined number of deliveries, including packages and letters of correspondence, before returning to the post office.[3] A mini-map is used for navigation.[4]

Letters are stored in Meredith's mail bag and delivered to a house's mailbox, while packages are stored in the van's tailgate and delivered to a house's front door,[3] which may prompt a conversation with its non-player character occupants.[5] In these interactions, the player can choose to complete additional tasks throughout the town and organize after-work or weekend activities with other townspeople, including romantic relationships. Alternatively, the player can choose to complete additional work for Meredith's employer in the evenings or relax by reading or watching television or a movie.[3] Branching dialogue choices are occasionally presented during conversations,[6] which may influence the nature and tone of Meredith's relationships and ultimately impact the ending.[5]

Plot

On September 1, 1986, software developer Meredith Weiss returns to her hometown of Providence Oaks after 20 years and stays at her parents' residence while they are away on a holiday trip, intending to take a short break from her hectic career at an American software company. To pass the time, she fills in for her father Thomas, the local mail carrier, for two weeks. Meredith may interact with the town's residents during her time in Providence Oaks, including her father's colleague Frank Coleman, the local postmaster; her estranged childhood best friend Kay Evans; Kay's aunt Maureen Hennessy, the proprietor of the local diner; the elderly Mildred Jenkins, who keeps many cats; and Lori Young, the local mechanic's daughter. Meredith may establish a romantic relationship with one of two love interests: Angie Eastman, the owner of a VHS rental shop; and Robert Harris, a lumberjack and environmental activist.[7]

By the game's end, the player must decide whether Meredith will stay on permanently in Providence Oaks and take over her father's position permanently, or accept a partnership offer from her boss Steve Mitchell in the software company and return to her life in the big city. Each of these main endings has several versions, depending on the player's choices, including Meredith's romantic relationship. A third main ending becomes available if the player's choices led to Meredith owning an RV: if Meredith is in a relationship with Angie, the couple can depart from Providence Oaks and commit to an itinerant lifestyle.[8]

Development

A restaurant with the sign "Collin's Diner". Two cars are parked at the front.
A shelf with VHS movies at a video store
Several arcade game machines in a row
The development team's nostalgia for diners, VHS movies, and arcade machines contributed to Lake's 1986 setting.[5][9]

Lake was developed by Dutch company Gamious.[5] In 2017, studio founders Pim and Jos Bouman invited freelance game developer Dylan Nagel to pitch game ideas to the team. After two unsuccessful concepts—a dungeon-set puzzle game and a space game with branching narratives[10]: 1:50 —Nagel pitched Lake with a picture of a car driving around a lake. The idea resonated with the team, and they found using a mail truck justified the gameplay concept of driving around and meeting people.[5] They crafted a game design document shortly thereafter, outlining the concept and potential gameplay ideas.[10]: 4:00  Research was conducted into adventure games focusing on narrative, such as Alan Wake, Firewatch, and Gone Home.[10]: 4:42 

A small team was formed to flesh out the concept in November 2017, and artists, animators, programmers, and a producer were added over time.[11] The team aimed to complete the game within 18 months, though development ultimately took almost four years.[12] Several titles were considered; Lake received no objections due to its "simple and carefree vibe".[5] Most important creative choices had been decided before the COVID-19 pandemic in 2020, allowing the team to shift to remote work with few difficulties.[9] They found the pandemic increased demand for a relaxing experience.[9]

Game development management software Articy Draft was used to create the narrative with its branching options.[10]: 6:02  The writers crafted a simple story to allow the player to enjoy their time in the world.[12] They wanted the player to feel in control of the story as opposed to simply witnessing it,[4] allowing them to opt in to tasks without feeling stressed,[12] partly achieved by isolating characters to individual stories.[1] Lead writer Jos Bouman sought each action to feel significant regardless of their results due to the quietness and immersion of the world,[12][13] and wanted the dilemmas to feel complex without correct answers.[1] He felt most players could resonate with Meredith and Kay's relationship as "most people have grown apart from friends they knew back in the day".[4]

Several characters were physically based on blends of famous actors, such as George Carlin, Bill Murray, Hailee Steinfeld, and Betty White.[10]: 5:38  Bouman cited American sitcoms Cheers, Northern Exposure, and Seinfeld as inspirations for their balance between comedy and personal stories.[4] The team wanted to present Lake as a laid-back, relaxing video game experience with a sincere and mature narrative; Bouman called it "anti-GTA" due to its lack of confrontation or stakes.[1] He described it as "a game about nothing" that is relatable to players as a slice of life.[14]

The team chose 1986 for the setting as it offered a relatable, nostalgic feeling and avoided modern troubles from mobile phones and the internet.[5][12] Several team members grew up in the 1980s and considered diners, VHS movies, and arcade machines particularly nostalgic and recognizable.[1][9] The team found a modern setting would not justify regular meetups with friends due to the prevalence of social media messaging.[15] Bouman considered the mini-map an acceptable video game convention that did not "feel like it's cheating", despite being inconsistent with the setting's era.[4] Parody versions of VHS tape covers received positive feedback in demonstrations of the game, prompting character art director Sonja van Vuure to create more for the final version.[15]

The team considered different locations for the game, including Canada or Scandinavia, but found they would be less familiar for the player.[1][14] The states of Idaho, Montana, and Wyoming were considered,[16] but Oregon was ultimately chosen for its aesthetics; Nagel had lived in Beaverton for 18 months in the early 2000s.[14][15] The team felt they were familiar with Oregon and the Pacific Northwest through television shows like First Blood, Gilmore Girls, and Twin Peaks, and figured players would similarly be familiar as consumers of American popular culture. Technical environment artist Jonathan van Immerzeel performed extensive research through Google Maps and books about trees in the region.[12] United States-based publisher Whitethorn Games reviewed the dialogue to ensure it sounded authentic.[14] The game was built using the game engine Unity. Van Immerzeel used several Unity tools in development, such as World Creator for the landscape and Vegetation Studio for the environment. The game uses a proprietary lighting system with the goal to create a natural look while maintaining artistic control.[11]

Release and promotion

Lake was first showcased through a playable demo at the Dutch game convention Indigo in 2018, after about six months of development.[11] It was playable at AdventureX in November 2018.[17] A trailer was shown during the Guerrilla Collective in June 2020, carrying a Q4 2020 release date; Bouman predicted a delay due to the amount of work involved.[16] Whitethorn Games demonstrated a trailer during its digital presentation in March 2021,[18] and the game was showcased at LudoNarraCon in April.[4] A demo was available in June 2021 as part of Steam Next Fest and Summer Game Fest.[19][20] During the Wholesome Direct at E3 in June 2021, Gamious announced Lake would be released for Windows, the Xbox One, and Xbox Series X/S on September 1, 2021.[21]

The game was originally refused classification on Xbox in Australia due to a scene involving drug use following submission through the International Age Rating Coalition, preventing its sale.[22] After conversations between the developers and Australian Classification Board, the game received an R18+ rating.[23] Lake was available through Xbox Game Pass from December 2021 to December 2022.[24][25] The game was released for the PlayStation 4 and PlayStation 5 on April 8, 2022;[26] a physical version was distributed by Perp Games, featuring a map of Providence Oaks.[27] In partnership with Eden Reforestation Projects, Perp Games pledged to plant two trees for every copy sold.[28] The game was released for Stadia on June 1, 2022.[29] In June 2023, Gamious announced a downloadable content expansion, Season's Greetings, set nine months before the main story, following Meredith's father Thomas at Christmas.[30] It is due for release in November. The team sought to ensure an authentic winter feeling with sound and visual effects responding to snow.[31]

Reception

Lake received "mixed or average" reviews for most platforms according to review aggregator Metacritic, while the PlayStation 5 version received "generally favorable" reviews,[32] and the game has a 40% approval rating on OpenCritic.[33] The New Yorker's Simon Parkin listed it among the best games of 2021.[41] It received two nominations at the Gayming Awards: Best LGBTQ Indie Game and Best LGBTQ Character for Meredith.[42] In March 2022, Bouman said the game had been profitable.[12]

Adventure Gamers's Peter Mattsson found the gameplay "ideal for anyone who just needs an opportunity to catch their breath", comparing it to his experiences with country driving.[3] Some reviewers considered the experience relaxing, but felt it became too repetitive, particularly due to Meredith's slow movement;[6][35] Push Square's Liam Croft wrote it was "too shallow from start to finish".[37] Gamepressure's Giancarlo Saldana was disappointed by the omission of some animations, such as entering and exiting the van.[43] Several reviewers encountered glitches,[2][6][36] with some requiring the game to be reloaded.[37][39]

Several critics considered the narrative simplistic but effective.[38][39][43] RPGFan's Caitlin Argyros found it "a bit dull" but acknowledged the uniqueness of its lack of grandeur.[6] NME's Hirun Cryer praised the "brilliant branching narrative pathways",[36] and Eurogamer's Emad Ahmed wanted more character interactions.[2] Push Square's Croft considered the story an effective palate cleanser in contrast to "heavier" games, though found its simplicity limited its potential.[37] Adventure Gamers's Mattsson considered the narrative "memorable, delightful, and at times profound" and praised its impartiality regarding Meredith's final decision.[3] Conversely, Destructoid's Zoey Handley felt it pressured the player into choosing to stay, removing their agency.[34] Jeuxvideo.com's Pauline Leclercq found the narrative authentic but the conclusion predictable.[35]

A video game screenshot of a blonde woman standing behind a brunette woman with her hands around her eyes.
Lake received attention for its depiction of the same-sex relationship between Meredith and Angie[40][44] and it was nominated for two Gayming Awards.[42]

Some journalists highlighted the handling of midlife crisis as a major narrative theme;[40][45][46] Kotaku Australia's David Smith wrote it "kickstarted" his midlife crisis and prompted him to consider small-town living.[45] Destructoid's Handley felt her criticisms of the game largely reflected her experience growing up in a small town.[34] Gayming Magazine's Aimee Hart called the game "undeniably queer" and praised its depiction of queerness in a small town in the 1980s.[40] Paste's Grace Benfell bemoaned the story's political avoidance, such as the lack of discussion about the AIDS epidemic despite highlighting queer characters, and the criticism of capitalism without representative characters and experiences.[44]

The voice performances were praised by reviewers.[3][6][38] Jeuxvideo.com's Leclercq felt they provided life to otherwise devoid characters.[35] Eurogamer's Ahmed considered Meredith "one of the most memorable, fully-fleshed out video game characters" of the year and found himself "unusually invested" in the lives of the community.[2] Several critics similarly enjoyed the characters.[37][43][47] NME's Cryer felt their personalities invited the player to return to them frequently.[36] Conversely, RPGFan's Argyros found some characters' stories too random, and lamented their lack of development.[6]

The Guardian's Keza MacDonald lauded the effort put into creating the world, describing it as "a good-looking place to drive around for a few hours".[39] Adventure Gamers's Mattsson praised the cel-shaded graphics for appearing both realistic and handmade.[3] RPGFan's Argyros enjoyed the visuals and town, but found the animations awkward and lamented the lack of detailed facial animations.[6] Several reviewers enjoyed the selection of radio station music for complementing the gameplay,[2][3][38] though some criticized its repetitiveness and lack of variety.[6][43] Destructoid's Handley preferred to play without music due to her aversion to country pop songs.[34]

References

  1. ^ a b c d e f g Lawardorn, Damien (March 9, 2021). "Lake Wants to Make You Think About Your Life Choices with Its Quiet, Sincere Story". The Escapist. Enthusiast Gaming. Archived from the original on September 8, 2021. Retrieved January 10, 2023.
  2. ^ a b c d e Ahmed, Emad (September 13, 2021). "Lake review - a simple story in the shoes of a postal worker offers a rewarding journey". Eurogamer. Gamer Network. Archived from the original on April 20, 2022. Retrieved June 13, 2023.
  3. ^ a b c d e f g h i Mattsson, Peter (December 6, 2021). "Review for Lake". Adventure Gamers. Archived from the original on December 6, 2021. Retrieved June 13, 2023.
  4. ^ a b c d e f Van Allen, Eric (May 3, 2021). "Lake builds on the simple beauty of delivering mail around a lake". Destructoid. Enthusiast Gaming. Archived from the original on June 11, 2021. Retrieved January 10, 2023.
  5. ^ a b c d e f g Croft, Liam (July 20, 2020). "Interview: Lake Is an 'Escape From Today's Always Online State of Mind'". Push Square. Hookshot Media. Archived from the original on July 21, 2020. Retrieved January 10, 2023.
  6. ^ a b c d e f g h i Argyros, Caitlin (September 7, 2021). "Lake Review". RPGFan. Emerald Shield Media. Archived from the original on September 8, 2021. Retrieved June 13, 2023.
  7. ^ Hart, Aimee (September 6, 2021). "All of the Lake romance options". Gayming Magazine. Gray Jones Media. Archived from the original on September 10, 2021. Retrieved June 13, 2023.
  8. ^ Ackroyd, Luke (January 11, 2022). "Lake: Every Achievement And How To Unlock Them". TheGamer. Valnet. Archived from the original on June 13, 2023. Retrieved June 13, 2023.
  9. ^ a b c d Buitenhuis, Maxime (May 15, 2022). "'Lake is vooral een game waarin je de ontspanning op kunt zoeken'" ['Lake is primarily a game in which you can relax']. Gamer.nl (in Dutch). Reshift. Archived from the original on May 11, 2022. Retrieved January 10, 2023.
  10. ^ a b c d e Nagel, Dylan (June 28, 2021). Lake: Welcome to Providence Oaks. LudoNarraCon: Gamious. Archived from the original on January 10, 2023. Retrieved January 10, 2023.
  11. ^ a b c Van Immerzeel, Jonathan (May 10, 2022). "Creating Landscape and Lighting for Narrative-Adventure Game Lake". 80 Level. Archived from the original on May 10, 2022. Retrieved January 10, 2023.
  12. ^ a b c d e f g Weiss, Benjamin S. (March 12, 2022). "Lake Interview: Gamious Creative Lead on Developing a Relaxing Experience with a Heavy Dose of 80s Nostalgia". Game Rant. Valnet. Archived from the original on March 12, 2022. Retrieved January 10, 2023.
  13. ^ "Lake wants to be a calming presence in a chaotic world". Edge. Future plc. January 27, 2021. Archived from the original on January 27, 2021. Retrieved January 10, 2023.
  14. ^ a b c d Good, Nolan (May 5, 2021). "How Did Game Designers From the Netherlands Capture the Look and Feel of Small Town Oregon Better Than Any Other Video Game?". Willamette Week. Archived from the original on May 6, 2021. Retrieved January 10, 2023.
  15. ^ a b c Wald, Heather (July 15, 2021). "Lake trades stress for tranquility by offering you a new role as a mail carrier". GamesRadar+. Future plc. Archived from the original on July 14, 2021. Retrieved January 10, 2023.
  16. ^ a b Cryer, Hirun (July 14, 2020). "Lake is a Chill Mail-Delivery Game Where You "Probably" Can't Run Anyone Over". USgamer. Gamer Network. Archived from the original on July 15, 2020. Retrieved January 10, 2023.
  17. ^ Cress, Laura (November 22, 2018). "AdventureX 2018 round-up: Part 2". Adventure Gamers. Archived from the original on September 5, 2019. Retrieved January 10, 2023.
  18. ^ Croft, Liam (March 9, 2021). "Relaxing Indie Game Lake to Feature Gameplay in Publisher Showcase". Push Square. Hookshot Media. Archived from the original on March 9, 2021. Retrieved January 10, 2023.
  19. ^ "Demo round-up for Steam Next Fest". Adventure Gamers. June 16, 2021. Archived from the original on June 22, 2021. Retrieved January 10, 2023.
  20. ^ Kerr, Chris (June 15, 2021). "Try Sable, Lake, and more during the ID@Xbox Summer Game Fest Demo event". Game Developer. Informa. Archived from the original on August 27, 2021. Retrieved January 10, 2023.
  21. ^ Valentine, Rebekah (June 13, 2021). "Wholesome Direct: Everything Announced, Including Lake Release Date, Skatebird Accessibility - Summer of Gaming". IGN. Ziff Davis. Archived from the original on June 13, 2021. Retrieved January 10, 2023.
  22. ^ Walker, Alex (September 6, 2021). "You Can't Play Lake On Xbox In Australia Because Of Drugs". Kotaku Australia. Pedestrian. Archived from the original on September 5, 2021. Retrieved January 10, 2023.
  23. ^ Walker, Alex (September 16, 2021). "Lake Is Finally Playable On Xbox In Australia". Kotaku Australia. Pedestrian. Archived from the original on September 19, 2021. Retrieved January 10, 2023.
  24. ^ Gilbert, Frank (December 30, 2021). "The Relaxing 'Lake' Is Getting A Lot Of Attention On Xbox Game Pass". Pure Xbox. Hookshot Media. Archived from the original on December 30, 2021. Retrieved January 10, 2023.
  25. ^ Williams, Demi (December 1, 2022). "Xbox Game Pass Is Losing 11 Games In December". GameSpot. Fandom, Inc. Archived from the original on December 1, 2022. Retrieved January 10, 2023.
  26. ^ Romano, Sal (April 4, 2022). "Lake coming to PS5, PS4 on April 8". Gematsu. Archived from the original on April 4, 2022. Retrieved January 10, 2023.
  27. ^ Sinha, Ravi (April 5, 2022). "Lake Releases for PS4 and PS5 on April 8th". GamingBolt. Archived from the original on April 5, 2022. Retrieved January 10, 2023.
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External links