
Lost Records: Bloom & Rage Tape 2, the second half of Don’t Nod’s latest story, picks up exactly where the first left off—without much fanfare or recap. For returning fans, that can feel a little jarring at first. But once you’re back in Velvet Cove, surrounded by familiar faces and unspoken regrets, the quiet weight of the story settles in quickly. (If you missed our review of Tape 1, you can read it here.)
Lost Records: Bloom & Rage Tape 2 closes out the coming-of-age story, revisiting old friendships through a lens shaped by loss, distance, and memory. It’s not a dramatic reinvention of what came before. Instead, it slows down even further, narrowing its focus on a single moment in time—and the emotional fallout that comes with it.
Like Tape 1, the second part doesn’t rely on big twists or fast pacing. What it offers instead is resolution. Not the clean kind, but the kind that often comes with growing up: difficult conversations, unfinished thoughts, and memories that change depending on who’s remembering. It’s a quieter, shorter experience this time around, but one that still feels personal—especially if you’ve been with these characters since the beginning.
A Final Summer, Revisited in Fragments
Tape 2 doesn’t waste time catching you up. It continues right where the first part ended—Kat’s illness now out in the open, and the group of friends splintered by everything left unsaid. While Tape 1 captured the hope and spontaneity of a final summer together, this follow-up focuses more on absence, grief, and the quiet ways people try to make sense of the past.
Most of the story still unfolds across two timelines. In the present day, Swann reconnects with Autumn and Nora to process what happened in 1995. In the past, their time together winds down as summer fades and reality sets in. Some flashbacks overlap with scenes from the first game, while others fill in blanks, revealing how each girl responded to the growing weight of Kat’s diagnosis.
There’s less mystery here than in Tape 1, and fewer supernatural hints. The focus instead shifts to emotion—how each character copes with guilt, loss, and the impossibility of going back. Not every arc lands. Autumn’s behaviour feels inconsistent in spots, and a few side plots fade away too quickly. But the central cast still carries the story. Dialogue feels honest, and the decisions you make shape how the group reconnects—or doesn’t.
Personally, I found myself more affected by the quiet moments this time. A small conversation outside a bar. An old song. Even the simple act of opening a box packed years ago. The game doesn’t spell everything out, but it doesn’t need to. You feel the weight in what’s left unsaid—and that’s where its story lingers most.
Less to Do, More to Feel
If the first tape leaned lightly on gameplay, the second one barely touches it. Dialogue choices still shape how conversations unfold, but the interactive elements take a noticeable step back. Swann’s camcorder returns in a few scenes, but it’s no longer central to how you explore the story. Most of the time is spent in conversations or watching scenes play out.
There are brief moments where you can inspect objects, solve a simple puzzle, or complete a small task. One section asks you to find batteries for a toy. Another introduces a stealth sequence that resets if you’re caught. These moments feel more like diversions than meaningful additions. They don’t break the experience, but they don’t add much either.
The pacing in Tape 2 is also faster, with fewer scenes of free exploration. You’re moved from moment to moment with little downtime in between. It fits the tone—this part of the story is more about endings than discovery—but it also means less space to breathe or take in the setting.
Dialogue remains the most consistent interactive feature. Choices affect how Swann connects with the others and how much they’re willing to open up. Some decisions influence later scenes, but like in the first tape, the shifts are subtle. The weight comes less from outcomes and more from the act of choosing how to respond.
It’s not a gameplay-heavy experience, and that’s by design. But compared to Tape 1, the limited interactivity in Tape 2 makes it feel more like watching something unfold than taking part in it.
Muted Colours and Lingering Silence
Tape 2 continues to use its visual style and music to create a sense of time and place, though the tone has shifted. The 1995 scenes feel darker, colder—still recognizable, but no longer filled with the same warmth. Lighting plays a big role again, with more evening scenes and overcast skies. The contrast between past and present feels sharper now, matching the story’s emotional shift.
There aren’t many new locations, but the ones you revisit carry more weight. Swann’s half-packed bedroom, the empty streets of Velvet Cove, even a toy left in a drawer—each space feels quieter this time, as if holding memories rather than moments. Small details still stand out, like faded posters or scattered belongings, but the emphasis is less on discovery and more on reflection.
Animations remain solid, though some technical issues carry over from Tape 1. Facial expressions sometimes don’t match the tone of a scene. A few transitions between cutscenes feel abrupt. There are occasional glitches, like a character walking in place or audio dropping for a line of dialogue. None of it breaks the experience, but it’s noticeable.
What continues to shine is the soundtrack. A mix of original and licensed tracks adds emotional weight, especially near the end. One song in particular stands out—its timing and lyrics hit hard, bringing the story’s themes into sharper focus. Voice acting remains strong across the board. Even quieter scenes feel grounded, thanks to subtle performances that reflect grief, guilt, and care.
Tape 2 isn’t visually ambitious, but it doesn’t need to be. It uses its presentation to serve the story, and that’s where it works best.
A Quiet Ending That Stays With You
Tape 2 doesn’t try to top what came before. It doesn’t raise the stakes or expand the world. Instead, it pulls everything inward. The story closes on smaller, quieter moments—conversations between friends, memories that resurface, and the realization that some things can’t be undone. It’s not always clean or satisfying, but it feels honest.
Compared to Tape 1, this second half is shorter and more focused. The slower pace and limited gameplay may leave you wanting more space to explore or reflect. A few character threads are left hanging, and some scenes feel rushed. But even with its uneven pacing and lighter interactivity, the emotional core is still strong.
What stayed with me most weren’t the answers or resolutions—it was the feeling of returning to something unfinished. The sense that memory, grief, and friendship don’t follow neat arcs. That sometimes we don’t get closure, only the chance to say something we couldn’t before.
Together, both halves of Lost Records: Bloom & Rage tell a story that feels grounded in real emotion. It won’t be for everyone, especially if you’re looking for more traditional gameplay. But for those drawn to character-driven stories about the past and how it shapes us, this is one worth finishing.
Lost Records: Bloom & Rage Tape 2

Summary
Lost Records: Bloom & Rage Tape 2 closes out the story with emotional weight, strong performances, and a reflective focus on memory and grief. It’s a quieter, more streamlined experience than the first half, but the character-driven writing and quiet moments leave a lasting impression. Minor technical issues persist, but the visuals and soundtrack support the mood effectively. As a conclusion, it feels understated—but meaningful.
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