(This is a lightly-edited version of a review I posted to the IntFiction forums during 2023's IFComp).
The thing about Groundhog Day is that it’s a horror premise dressed up as a rom-com. Like of course there’s the sheer existential terror of the way the time loop cuts you off from the rest of the world, shipwrecked on an isolated outcrop of temporality. But beyond that, God or fate or kismet or whatever taking a direct hand and saying you are meant to be with this one specific person, and will keep you stuck in a timey-wimey rut until you perform just the right steps to unlock the prison? That’s the part that kicks things over into nightmare territory. Even if there’s a spark and connection, life is long and relationships are hard; once time’s arrow is flying forward again, who’s to say what’ll happen next Groundhog Day, or the one after that? If you get in a fight, or decide you want a divorce, will the world stop again until you take it back? Every minute of every day would be torture as your subjectivity is annihilated.
As per usual I am perhaps overthinking things. But Last Valentine’s Day remix of the classic formula comes up with what I think is a better alignment of themes and narrative: if the story is trapping the protagonist in a loop, shouldn’t the resolution also hinge on an internal emancipation? Certainly the main character doesn’t start out the story in any obvious need of a personality adjustment: walking through an unseasonably-warm February afternoon with a spring in their step, they seem to have it all figured out, with their biggest dilemma deciding whether to get orchids or roses for their partner. Given the framing of the game, it’s not much of a surprise when they get home only to be blindsided by a Dear John letter, nor that you quickly get sent back to the beginning of a day that’s suddenly a little colder, reflecting on a relationship that suddenly seems to have some cracks in its façade.
The challenge of a time-loop game is that it can get boring for the player to run down the same track time and again, and in its second iteration, I was worried Last Valentine’s Day was going to fall into that trap; the situations, and even the specific sentences you read, are quite similar to the initial sequence. The modifications are well-chosen to clearly but subtly shift the mood, but I still felt my eyes starting to skim over seemingly-familiar bits of prose. Fortunately, subsequent trips through the loop see even clearer variations, focusing on new characters or situations, or zooming in to focus more on things that were bottom-lined the previous time out. As a result, while the palette of narrative elements stays limited throughout, I found the game remained fresh through its running time.
These narrative elements are decidedly low-key, but effectively play with the central theme of a curdling relationship. You have encounters that foreground the potentially transactional nature of love, highlight the possibility of heartbreak due to betrayal or tragedy, or just provide a light thematic throughline based on the legend of Orpheus (I was disappointed that telling a character that yes, I was familiar with the story, wound up terminating that branch of the conversation rather than leading to a dialogue about what it means). There are plenty of choices available throughout, and while I never got the sense that any particular decision I made was going to have much of an impact – the protagonist’s escape from the loop isn’t a puzzle the player needs to solve by doing everything exactly right, thankfully – these frequent interjections of interactivity succeeded in keeping me engaged as I decided how sympathetic to be to each of the views of love being offered up.
For all that there’s a lot of external incident, though, the game is quite solipsistic, with the reality of the protagonist’s partner never coming through in any concrete way. Instead the focus is all on the protagonist’s feelings and reflections about love. I think this is a reasonable choice for a game that’s so internal, but it does contribute to an impression that the work is intended to speak for and to younger people entering into some of their first relationships (also adding to this impression: the fact that the florist, who I think is described as being in her very early thirties, is referred to as middle-aged, and who, after suffering a romantic setback of her own, bemoans the difficulty of starting all over and worries that she’s far too old to find love again. For the record, I am 42 and only like halfway crumbled into dust). The writing, while generally strong, also occasionally hits a clunky or callow note, like this bit of one of the breakup notes:
"Life with you has been an adventure. There is no other word to describe it. The clouds parted and I started anew. There was so much excitement. And so much angst. I ceased to live in a pit, I ceased to walk on a plateau. I was on a roller coaster, and you were there right beside me, laughing and screaming and crying, all at once."
While I would have enjoyed the game more if its take on love had been a little more grounded and, dare I say, mature, I’ll admit that this is a game with a naïve protagonist who is a little too much in their own head. As I read the game, it gradually makes clear that what’s trapped you in the loop isn’t so much any external force, it’s your own desire to cling to the past and escape heartbreak, and your tendency to catastrophize what’s after all an ordinary and expected part of life, however painful. The prose in the ending is slightly overdone for my tastes, but it hits a properly resonant thematic note: it’s not that you finally move on by jumping through the proper set of hoops, but rather that you move on by moving on. And having gotten the knack, one hopes, there’s no sword of Damocles hanging overhead waiting to strike if you ever again stray from the straight and narrow.