Kind Words 2 Is The Perfect Game For This Nightmare Moment
I’m certainly not the first person to point this out, but things are not great right now! Right-wing reactionary movements are on the rise across the globe, California is on fire as moronic pundits blame “DEI” for this widespread destruction instead of climate change, and America prepares for what seems like it will be one of the most blatantly oligarchical administrations in recent memory (even more so than usual). And as a certain president-elect threatens to invade Greenland and rename the Gulf of Mexico the “Gulf of America,” it’s clear all this is just a prelude to the endless parade of exhausting controversies (and potentially much worse) to come in the next four years.
Compounding these bad times is a general increase in loneliness across American culture, which pushes many towards reactionary views while also making it difficult to cope with these circumstances. And if all that wasn’t enough, communal online spaces are in sharp decline thanks to greedy corporations and billionaires. Elon continues to mutilate Twitter beyond recognition, while Zuck has removed fact-checking from Facebook to suck up to Trump. In short, things are bad, and the internet, a place many turn to for escape, is only getting worse.
Thankfully, Popcannibal, a two-person development team consisting of Ziba Scott and Luigi Guatieri, has a partial remedy for this breakdown in online spaces. In 2019, they created Kind Words (lo-fi chill beats to write to), a digital pen pal videogame where you exchanged anonymous letters with real-world people. Against all odds, the result was a refreshingly non-toxic place where you could connect with others and be honest in an anonymous, low-pressure setting. Now, more than five years later, they released a perfectly timed follow-up in Kind Words 2 (lo-fi city pop), a game that retains the message-exchanging conceit of its predecessor while expanding on it in every way.

While the first installment was constrained to a single small room where you sent letters back and forth with the help of a cartoon deer, this is only a starting point in the sequel. You can still exchange letters with strangers by writing messages or responding to someone else’s, but this time, there’s also an entire town to explore. Outside, there’s a street corner with a clothing shop, a bookstore where you can exchange recommendations, and a train station with plenty of stops. While walking around the block, you’ll spot players’ avatars and can hold conversations with them over multiple sessions. While all of the multiplayer is handled asynchronously, meaning you aren’t seeing other people move around in real time, this is likely very much by design, as it’s easier to moderate and eases the potential awkwardness of chatting with strangers.
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