
Bientôt l'été
A French New Wave art experiment wearing a game's clothes, built for two people willing to sit with loneliness and Marguerite Duras quotes instead of objectives.
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About Bientôt l'été
My strategy instincts told me to look for systems here, feedback loops, something to optimize. Bientôt l'été shut that down inside five minutes, and that reaction is probably the most useful thing I can tell you before you spend a cent on it. This is a deliberately passive, literary experience by Tale of Tales, the same studio behind The Path, and it asks more of your patience than your reflexes or your planning. The structure is split cleanly into two phases. First, you walk a simulated beach as a male or female avatar, collecting phrases that wash in with the waves. Up to sixteen spectral apparitions haunt the shoreline, and closing your eyes in front of one renders it in a hologram-like vision before it leaves an item behind. The environment and its colour palette shift each time you return to shore, so the beach never quite looks the same twice. There is no score, no fail state, nothing to build. The phrases you collect are drawn from the novels and films of Marguerite Duras, specifically the atmosphere surrounding works like Moderato Cantabile, and they are fragments: elliptical, aching, deliberately incomplete. The second phase seats your avatar inside a café with a chess board. Here, you meet another player online (or the AI, because matchmaking has historically been unreliable for a game with a small playerbase) and take turns placing chess pieces on highlighted squares. Each placement speaks one of the phrases you gathered on the beach. Passing a turn means lighting a cigarette, ordering wine, changing the ambient music, or simply leaving the piece on an unmarked square in silence. The result is a conversation that is intentionally disjointed, borrowing the elliptical rhythm of French New Wave cinema. When it lands, and occasionally it does land, the café scene produces something surprisingly intimate given how little is technically happening. The problems are real and worth stating plainly. The matchmaking has been broken or near-empty since launch, so the two-player experience the whole design orbits is frequently unavailable in practice. The AI substitute is functional but cannot replicate the genuine uncertainty of a human on the other side. Controls were criticised at launch for being clumsy, and nothing in the game's decade-plus lifespan suggests that has changed. Mac users should check compatibility before purchasing as older macOS versions have known issues. The Metacritic score of 62 reflects a genuine split between critics who found the literary ambition laudable and those who found the execution too broken to carry the concept. Who actually should consider this: if you have read Duras, if French New Wave cinema is in your regular rotation, or if you are the specific type of person who finds the idea of a fragmented digital séance with a stranger genuinely interesting, there is something here that no other game attempts. It is short, it will not challenge you mechanically, and it rewards a contemplative mindset over any desire to progress or achieve. Approach it as an interactive mood piece with literary aspirations and a troubled multiplayer history, not as a game you will clock hours in. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- XP
- Memory
- 2 GB RAM
- Graphics
- Geforce 7600, Radeon X1600
- Processor
- 2 Ghz
- Hard Drive
- 500 MB HD space
Recommended
- OS
- 7
- Memory
- 3 GB RAM
- Processor
- 3 Ghz
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Game Info
- Developer
- Tale of Tales
- Publisher
- Tale of Tales
- Release Date
- Feb 6, 2013
