The Mixtape Effect: Between Nostalgia and the Critics' Bubble

I'm a child of the 90s. I grew up in that era and lived through a lot of what Mixtape deals with. Even though I wasn't born in the United States, I was heavily influenced by American culture, which has a strong presence worldwide. What this game tries to communicate resonates with a lot of people, and I completely understand why it would be well received. But this piece isn't about saying whether Mixtape is "good" or "bad". What I want to do here is analyze what it's presenting, how the games journalism industry received this title, especially in English-language media, and what that means for people who just want to play video games. Should we trust this kind of review or not? And what does it cause with its elastic effect? Excessive over-praise ends up creating an equally intense backlash, and I believe the truth sits somewhere in the middle. This is my analysis of the situation, not just of the game itself.

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The Story of Mixtape​

Without giving too much away, the game tells the story of a small group of teenagers who want to spend their last night together before the end of high school in a small American town. One of the characters is planning to go to New York to chase their dreams, and the group wants to make the most of that final night together. The game revolves around that, around small adventures that lead up to the party they've been looking forward to. It leans heavily into the coming-of-age theme that became hugely popular through the 80s films directed or written by John Hughes, like Ferris Bueller's Day Off, Pretty in Pink and Weird Science. Those were films about the transition from adolescence into adulthood, and this "game", if we can call it that, channels exactly that kind of feeling, accompanied by an extensive soundtrack of popular songs from the era. The problem is that it doesn't treat any of this with the sensibility of a video game. It behaves much more like an interactive film.
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Gameplay or The Lack of It​

The game doesn't want you to control the character in a dynamic way or through well-crafted mechanics. There's no central mechanic. What you get are simple interactions, like pressing a button to turn on the car's interior light or guiding a character down a hill in a shopping cart. In practice, these are interactive vignettes. It's like those old DVD menus where you press a button to inflate a little balloon.

In my opinion, this barely qualifies as a game. These are moments where you press a button and, much like a child's toy, something happens on screen so you feel like you're participating. What completely dismantles any narrative of interactivity is that the game plays itself through large portions. There are plenty of gameplay videos online where someone simply puts down the controller and the scene keeps going on its own. It's an experience that doesn't require your input 100% of the time. You don't have to participate if you don't want to.

This is something you can associate with the publisher's own identity, Annapurna. Their last major success was Stray, a game also focused on narrative and atmosphere, but one where you actually interacted with the world: you climbed platforms, jumped, explored the environment, upgraded your character. That is a game.

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Mixtape follows the Walking Simulator path, except it's a very expensive Walking Simulator, with a licensed soundtrack that contains over 27 songs from 90s bands and a visual style strongly reminiscent of Spider-Verse, with intentionally low framerates on the characters. All of this could have been told as a film, or a short. I see no reason for it to exist as an interactive experience, other than Annapurna's decision to publish it as a game. And what surprises me is that specialized media, people who are paid to professionally analyze games, don't seem to notice something so straightforward: this "game" should have been a movie.

Other criticisms go beyond gameplay and reach the narrative itself. This coming-of-age theme has been done to death in video games. The game makes no attempt to do anything new. It's a formula that reinvents itself every decade, present in the 80s, the 90s, in 2010, and here it is again. But it's a nostalgia surrounded by false impressions, a somewhat surreal and utopian idea of what growing up looks like. Obviously it's fiction and can be written however its creators see fit, but here it's presented in a completely forgettable way. The humor is entirely built on clichés, and the characters have weak personalities, prisoners of their own stereotypes.

Why Is the Media Praising This Game So Much?​

Mixtape might have been reasonably well received even with its minimal interactivity, if it hadn't been globally praised with absurd scores of 10/10 and 9/10. Meanwhile, other games released in the same period, like Pragmata, received lower scores despite having more original ideas and far superior gameplay mechanics. And that's precisely the reason we play video games: to play them, not to watch them like movies.

The central issue here is the publisher. Annapurna Interactive was founded by Megan Ellison, daughter of billionaire Larry Ellison, one of the co-founders of Oracle. Mixtape is being marketed as an indie game because of its aesthetic, but it's indie in absolutely no way. It's a game made with billionaire money, which explains the expensive licensed soundtrack, the sophisticated animation techniques, and the use of engines that have a real cost. This is not a low-budget project.

On top of that, Annapurna has built a close relationship with journalists over the years, particularly in American media. That naturally raises suspicion, especially when you know the company distributed expensive press kits containing the game's soundtrack and other gifts. I'm not saying the game gets good reviews because of the presents, but it's hard to deny that this kind of thing makes criticism biased.

And there's more: the game works as the video game equivalent of what we call Oscar Bait in cinema. It has a narrative that plays on nostalgia and completely breaks from the standard. In a market where a journalist has to play two 40-hour RPGs per week, picking up a 3-hour experience that is simple and different feels like a relief.

Just like I'm happy when I get a small spreadsheet at work, that mental break already predisposes the journalist to receive the game well, regardless of its quality. Add to that the press kits, and also the fact that the game's narrative has a progressive lean that is clearly aligned with the dominant worldview of most people who work in this media. That's not a criticism, it's an observation: if a game speaks the language of the person reviewing it, it will be reviewed favorably.

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The Tongue Kiss Minigame​

The example I'd like to give to illustrate how the game's progressive narrative appeals to journalists is this minigame. At a certain point, the characters kiss, probably one of their first kisses, and you can interact with their tongues in a bizarre Mortal Kombat-style zoom, you know that X-ray shot that shows the bone breaking? It's almost that. The idea is to be deliberately strange and uncomfortable.

Now do the thought experiment: how would this be received if it were a Japanese game, with teenage characters treated in a comedic way, wearing outfits typical of the anime style, and a similar interactive kiss scene? The media would tear it apart. In Mixtape, because the aesthetic is "artistic" and it comes from Annapurna, it's received in a much more relaxed way.

There is a considerable taboo around putting teenagers kissing in an interactive game where you, probably an adult twice their age, are controlling that interaction. You could argue that Mixtape's context isn't sexual, but in the games I'm using as a counterpoint, it isn't necessarily sexual either. The experience is the same: two teenagers kissing with the player's input.

I genuinely don't believe either case is a real problem. But why is one praised while games featuring medieval armor with shorter skirts are coldly criticized? I'm in favor of everything being judged for what it actually is, within the law, without the double standards that professional critics love to apply.

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What Can We Conclude About the Current State of Games Journalism?​

I reach the end of this piece with a feeling of sadness, because I genuinely love reading game analyses and following people who talk about this subject. I have creators I deeply admire, some I've been following since the days of print magazines. And it makes me sad that political polarization and ideological bias are such significant factors in shaping reviews.

This game could have been well received without all the forced marketing. If the scores hadn't been so inflated, it probably wouldn't have generated such a negative reaction. That's the elastic effect I mentioned at the beginning. I'm not saying it's a worthless work; it has its audience. But it's a game with minimal interactivity, a worn-out story, and an honest presentation of something funded with a lot of money and sold as indie. And that by itself is far away from what a 10/10 game should've been.

What really bothers me is that journalists are literally gifted with expensive press kits, invited to interviews with the developers, and this happens with major outlets like IGN and relevant YouTube channels. These are human beings who encounter a game that echoes a lot of their worldview and, at the same time, benefit from small perks. That makes the analysis biased. It's something you don't see, by the nature of the work, in investigative or crime journalism. So at what point does games journalism stop being journalism and become paid, or unpaid, propaganda? I'll leave that reflection for you to think about.

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interesting butb what the heck is this mixtape game i mean there is no peak interesting for me like the character design looks so shallow, and unneapealing i like strange and unique character designs but this doesn't appeal to me and that tongue minigame makes me wanna save my money for pragmata, and 007 first light at least
well if anyone is not interested to an uninterested game there is a lot of similar game kinda but better.
Grim Fandango
Sam and Max
the first life is strange game
dispatch
walking dead telltale
the wolf among us
full throttle
day of the tentacle
king quest
i have no mouth and i must scream
minecraft story mode
probably the click n point indiana jones game like fate of atlantis
Disagree on Life is Strange, agreed on Grim Fandango.
 
the counter argument is that eventually walking simulators will drive us all into a wall-e style autopathing nightmare hellscape for the future of gaming. That 2011 argument is being proved true or false right now (depending on how you look at it) I would very much argue that a particular amount of button pressing is relevant, it at the very least represents the amount of stimulation your body is experiencing and whether or not the activity you are using involves any sort of hand eye coordination. If all of gaming were to coagulate into basically watching a movie or tv show then you aren't really participating in the experience at all. Mini games serve seemingly only as a "are you still watching" pop up. To many of us, this is killing gaming as a whole, and it's being forced by large studios who are beholden to investors that are more comfortable with the movie/tv space
I really don't feel that walking sims have any relationship to autopathing in mainstream games.

The Naughtydogification of triple A into slickly disguised corridors with scripted spectacle setpieces every fifteen minutes is an evolution of Half Life, and the other end of the spectrum is Bethesda minimap creep we see in Rockstar games and the Witcher series.

Both of these design philosophies emerge from the prevelence of things like Steam achievements identifying what percentage of players actually finish the games they buy, and designers wanting to respond to this by shaving off friction points to funnel players through to the end of the game. It's the same reason why post 2005 FPS games started giving you more ammo and health pickups after you die on an encounter a certain number of times. It has nothing to do with walking sims.

In the indie space, walking sims have largely been overshadowed by newer trends that are more mechicanically minded, like the resurgence of boomer shooters and Kings Field type CRPGs that deliberately court the kind of friction that triple A refuses to engage with.

If anything, Mixtape and other walking sims take a clear cultural lineage from Shigesato Itoi's Mother RPGs and Myst. Both of these to greater and lesser degrees reduced the complexity and systems driven nature expected of games to focus on explorable narrative experiences and subvert the general expectations of the player. The Dear Esthers and Undertales that emerged from that legecy are just doing their own thing for their own crowd. Producers at EA are not looking at shit like this and thinking they should crib it for the next Assassin's Creed.

Personally, I find general outrage against Mixtape entirely manufactured. If you don't wanna play a walking sim that's for teenagers and people with 90s nostalgia, you don't have to. I don't, and I'm fine with critics and fans who do gravitate to those things giving it good reviews and word of mouth. Tron 3 looks like the biggest peice of shit in the world to me as a Tron fan, so I didn't watch it and watched movies I like instead. If someone gets something out of it more power to them.

A much bigger issue in the gaming industry is the endless commodification of games into live service pachinko machines to trick twelve year olds into buying gamepass for skinnerboxes of Patrick Star skins. This has killed so many triple A narrative games (Sands of Time remake, Dragon Age / Mass Effect iirc, new Perfect Dark, Overwatch story mode). That's whats really trickling down into triple A narrative games, and the impact of that genuinely does suck for everyone.
 
I am of the mind of the inverse review. So if a reviewer has a problem with it, then it is 10/10, if the revier says 10/10 then 0/10 slop confirmed. Not sure if this will work for every one, but this is my humble option on the matter. milage will 100% differnt for all.

I can see why this is the perfect game for a reviwer of IGN an other ilk, they do no tlike to pay games, i mean these are the same people who wanted difficalty settings in souls likes for peat sake, so if the game plays it self, then makes thier job easier.
 
I really don't feel that walking sims have any relationship to autopathing in mainstream games.

The Naughtydogification of triple A into slickly disguised corridors with scripted spectacle setpieces every fifteen minutes is an evolution of Half Life, and the other end of the spectrum is Bethesda minimap creep we see in Rockstar games and the Witcher series.

Both of these design philosophies emerge from the prevelence of things like Steam achievements identifying what percentage of players actually finish the games they buy, and designers wanting to respond to this by shaving off friction points to funnel players through to the end of the game. It's the same reason why post 2005 FPS games started giving you more ammo and health pickups after you die on an encounter a certain number of times. It has nothing to do with walking sims.

In the indie space, walking sims have largely been overshadowed by newer trends that are more mechicanically minded, like the resurgence of boomer shooters and Kings Field type CRPGs that deliberately court the kind of friction that triple A refuses to engage with.

If anything, Mixtape and other walking sims take a clear cultural lineage from Shigesato Itoi's Mother RPGs and Myst. Both of these to greater and lesser degrees reduced the complexity and systems driven nature expected of games to focus on explorable narrative experiences and subvert the general expectations of the player. The Dear Esthers and Undertales that emerged from that legecy are just doing their own thing for their own crowd. Producers at EA are not looking at shit like this and thinking they should crib it for the next Assassin's Creed.

Personally, I find general outrage against Mixtape entirely manufactured. If you don't wanna play a walking sim that's for teenagers and people with 90s nostalgia, you don't have to. I don't, and I'm fine with critics and fans who do gravitate to those things giving it good reviews and word of mouth. Tron 3 looks like the biggest peice of shit in the world to me as a Tron fan, so I didn't watch it and watched movies I like instead. If someone gets something out of it more power to them.

A much bigger issue in the gaming industry is the endless commodification of games into live service pachinko machines to trick twelve year olds into buying gamepass for skinnerboxes of Patrick Star skins. This has killed so many triple A narrative games (Sands of Time remake, Dragon Age / Mass Effect iirc, new Perfect Dark, Overwatch story mode). That's whats really trickling down into triple A narrative games, and the impact of that genuinely does suck for everyone.
Wow. I don't think I'd see a bigger contrarian on this site than Brawlman, but I've found one! How the hell is a lack of gameplay akin to roleplaying games and point and click adventures? I'll tell you the answer: IT'S NOT. The outrage to Mixtape is not manufactured, it's justified.
 
There is nothing more damaging to a piece of media than blind praise, Especially from critics.
If this got 8s or 9s, i think people wouldnt have been so angry over this game. it just looks like a standard slice of life walking sim with some bizarre gameplay mechanics.

Reminds me of how all the award glazing E33 got made people quickly turn on the game.
 
Watched multiple gameplay videos about Mixtape since it doesn't interest me enough to buy it and it's just another run of the mill storytelling game, technically nothing harmful about it but also nothing groundbreaking, it's maybe a 7/10 at best.
Game journalists rushing to give it 10/10 is what caused harm, and then it snowballed into people saying it shouldn't be considered a game because no gameplay and blahblah yaddayadda. And then there was the really unnecessary part about the publishers sending quite a haul of merchandise to journos (just why).
 
I do understand wanting to juxtapose critic response and audience response, which is why I brought up the Steam reviews at the end of my reply. I just went with the source with the larger pool of people, since there's only 600 user reviews on Metacritic and I can't average out a response across 2 different platforms with separate review systems.
hey, i wanna add to this that even tho steam reviews are very positive, if you look at the positive reviews they are all saying around the same thing "this aint a 10 out of 10, good music good visuals at most i give it a 6/7/8 out of 10".

so i do think OP has reason to assume the way he feels, and also that PS5 average score from the other person does kind of compare with what im seeing from the positive reviews writen on steam.

i like that we are all bringing interesting point of information, so i wanted to go my turn plssss hehe
 
hey, i wanna add to this that even tho steam reviews are very positive, if you look at the positive reviews they are all saying around the same thing "this aint a 10 out of 10, good music good visuals at most i give it a 6/7/8 out of 10".

so i do think OP has reason to assume the way he feels, and also that PS5 average score from the other person does kind of compare with what im seeing from the positive reviews writen on steam.

i like that we are all bringing interesting point of information, so i wanted to go my turn plssss hehe
That's the thing though, I didn't say its reviews were unanimous praise or anything like that over on Steam. I brought it up because the level of praise it's getting is about in-line with a game that's sitting in the mid 8s on Metacritic. It's at an 87% recommendation rate (not equivalent to a score, but I hope you can see what I'm getting at). I just don't think the gap in response between audience and critics is as wide as being claimed.
 
That's the thing though, I didn't say its reviews were unanimous praise or anything like that over on Steam. I brought it up because the level of praise it's getting is about in-line with a game that's sitting in the mid 8s on Metacritic. It's at an 87% recommendation rate (not equivalent to a score, but I hope you can see what I'm getting at). I just don't think the gap in response between audience and critics is as wide as being claimed.
what i wanted to bring up is mostly is that you cant really use steam "very positive" to compare to the 87% because it can very well be someone that liked it but thinks it was a meddling experience.

tbh most i saw was averaging at 7 which isnt in-line with an almost 9, but thats also just from the ones i saw, point is, its unreliable to show how much disperity there is.

and we are not even bringing the topic about indie label by billionare and perpetual license to so many songs, that makes your eyebrow raise about how much money was thrown for this game and where.
 
Time has not been kind to this game
Add on that the game allegedly has funding from the Australian government. We're definitely pushing the term for "indie" from how much friggin' money this thing has backing it. You can already see folks trying to move the goalpost and say that it was never treated as an indie game. One look at marketing tells you that it was an "indie" game. The whole situation with this game has people asking what being an Indie studio even is anymore.
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Add on that the game allegedly has funding from the Australian government. We're definitely pushing the term for "indie" from how much friggin' money this thing has backing it. You can already see folks trying to move the goalpost and say that it was never treated as an indie game. One look at marketing tells you that it was an "indie" game.
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This game will definitely be on the Game Awards. I bet it will win at least 5 awards.
What would be really funny is Mixtape winning the game of the year ::eggmanlaugh
 
what i wanted to bring up is mostly is that you cant really use steam "very positive" to compare to the 87% because it can very well be someone that liked it but thinks it was a meddling experience.

tbh most i saw was averaging at 7 which isnt in-line with an almost 9, but thats also just from the ones i saw, point is, its unreliable to show how much disperity there is.

and we are not even bringing the topic about indie label by billionare and perpetual license to so many songs, that makes your eyebrow raise about how much money was thrown for this game and where.
It's not like using individual reviews on Steam with a score value is a better method of getting an aggregate opinion. Scores are already uncommon on the platform, and in Mixtape's case, most of the scored reviews started showing up well after the game hit its peak of reviews per day around a week ago, so they only account for a fraction of the response to it.

I'm also not bringing up that last point because "wealthy publisher dumps money into game it's publishing" is not news. It's nothing.
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Add on that the game allegedly has funding from the Australian government. We're definitely pushing the term for "indie" from how much friggin' money this thing has backing it. You can already see folks trying to move the goalpost and say that it was never treated as an indie game. One look at marketing tells you that it was an "indie" game. The whole situation with this game has people asking what being an Indie studio even is anymore.
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You mean a fucking media grant?
 
It's not like using individual reviews on Steam with a score value is a better method of getting an aggregate opinion. Scores are already uncommon on the platform, and in Mixtape's case, most of the scored reviews started showing up well after the game hit its peak of reviews per day around a week ago, so they only account for a fraction of the response to it.

I'm also not bringing up that last point because "wealthy publisher dumps money into game it's publishing" is not news. It's nothing.
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You mean a fucking media grant?
There's nothing wrong with media grants. I'm just really curious how they can afford the licenses to songs from mainstream bands while still needing a grant in the first place WHILE having a publisher. The scale for what an indie game can be is starting to get blurred here. The point being is that for a game being marketed as an indie game it has a metric load of finding behind it.
 
There's nothing wrong with media grants. I'm just really curious how they can afford the licenses to songs from mainstream bands while still needing a grant in the first place WHILE having a publisher. The scale for what an indie game can be is starting to get blurred here. The point being is that for a game being marketed as an indie game it has a metric load of finding behind it.
I too would want even more money if I was planning to license songs in perpetuity. What's the maximum amount of money you can spend on an indie game before it loses the definition? Or is it the choice to even go with a publisher in the first place? Do we even know how much did Mixtape cost to make?
 
I too would want even more money if I was planning to license songs in perpetuity. What's the maximum amount of money you can spend on an indie game before it loses the definition? Or is it the choice to even go with a publisher in the first place? Do we even know how much did Mixtape cost to make?
We're both just kind of asking the same question. What does being an indie game even mean at this point when games are so vastly funded and overstaffed. It's getting a bit confusing at this point on what the term can actually mean because it represents so many things. The whole conversation just reminds me of Homestar Runner.
 
It's not like using individual reviews on Steam with a score value is a better method of getting an aggregate opinion. Scores are already uncommon on the platform, and in Mixtape's case, most of the scored reviews started showing up well after the game hit its peak of reviews per day around a week ago, so they only account for a fraction of the response to it.
?
which isnt in-line with an almost 9, but thats also just from the ones i saw, point is, its unreliable to show how much disperity there is.
yeah, i agreed to it, why bring that up?

I brought it up because the level of praise it's getting is about in-line with a game that's sitting in the mid 8s on Metacritic.
ill just keep it simple, no its not about in-line since you can see people rateing it after all this at positive 6 or 7, doesnt matter how many there are, the fact that can exist means a "very positive" can be anything between a universally liked 6 or a universally praised 8 to 9 it really means nothing when trying to compare it to an 87% of somewhere else when trying to look at how much disparety there is between user and critic.
 
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Is hard to make a game similar stories to the Goonies Sandlot or little Rascal

Just make a adventure game about kids being kids and not activist being activist.
 
What I will say may sound weird but I don't like that idea of indies only being such if they don't have AAA budget, I think that completly ignores the whole INDEPENDENT aspect of indie game devlopment.
The (wo)man behind the curtain being a billionarie isn't a issue because of the indie label, she is a issue because she used that money as power and influence to push the game down everyone's throats with obviously bribed reviews and (failed) attempts to silence opposition with that same money.


Also, saying this "barely qualifies as a game" waaaaay too generous, it doesn't actually fall even in the most basic definitions of "game" at all.
 
Damn that was a good well mannered overview of the game and the situation around it.

As for my personal take of the game is that is feels like a person who has only seen the 90's in movies and never talked to people who lived it made it.
 
hey thanks for this review, it gave me a way to figure what all the hub bub is with this title without poisoning my recently controlled youtube algorithm or having to poke through specifically phrased review that makes me doubt the good faith.
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Hilariously one of the only game journalist sites to give it less than a 9/10 said the same thing. The fella over at PC Gamer said it pretty well.
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What's with this upcoming genre of indie games with an over-fixation on 90's culture anyways? They always drone on and on about how amazing the 90's are and then proceed to depict barely anything that uses the setting in a genuinely interesting way. I know I'm not crazy, I took my crazy pills before posting this.
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Generally this is because it's by people who were children in the 90s rather than the adults to know the 90s. Said children now adults probably didn't put in the work to read up on what they weren't conscious to notice, and given living has gotten harder in this decade right in time for the millenial mid life crisis wave i'm guessing 90s kids are more interested in writing from the perspective of a childhood bubble of the 90s than actually portraying the reality of that era. I do kinda like YIIK in its own right though yeah I accept being shot out of a cannon for that opinion rofl.
 
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I do kinda like YIIK in its own right though yeah I accept being shot out of a cannon for that opinion rofl.
There's honestly nothing wrong with liking YIIK. It's flawed and weird but that makes it charming in it's own kind of way. I want to laugh both with it and at it at several parts. YIIK at least tries to pretend it's a story set in 1999 with the Pog's and random Weezer reference at the beginning and it's characters are late college age instead of teenagers.
 

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