After having written about Mixtape, an experience that still stays with me today, it’s now time to talk about Forever Ago, a project from the debut studio Third Shift.
It’s almost fate that I was tasked with covering these two Annapurna projects back-to-back. Mixtape is about the beginning of adulthood, while Forever Ago deals with the final stretch of this wild adventure we call life.
What Exactly is Forever Ago?

The story follows Alfred, a grumpy old man who shut himself off from the world after a traumatic event. One day, he decides to fulfill a promise and embarks on a deeply emotional road trip while revisiting his own past.
The main theme of the adventure is love. But it’s that rare kind of love that happens only once in a lifetime. Forever Ago resonated deeply with me because I’m lucky enough to have met the love of my life 12 years ago. We’re still together today, and I hope that never changes.
This is a peculiar point to bring up, but I consider it fundamental to discussing this interactive experience. Forever Ago is NOT for everyone. It’s essentially a walking simulator about love, depression, new beginnings, and what comes after. You’ll only connect with its proposal if you’re in a very specific moment of your life. Another thing: There are almost no gameplay mechanics here.
You walk, briefly interact with objects like doors or locks, talk to a few people, use your camera sometimes, and that’s it. It’s basically an interactive film lasting about three hours. And I don’t say that as a criticism, but simply to set expectations.
The best part of the adventure, where it truly feels closer to an actual game, was visiting an abandoned resort to explore the area and uncover clues about what happened in the past and why the business failed. On top of that, there’s a higher level of interactivity thanks to a handy tool to cut the locks on doors—there’s even a minigame inspired by Space Invaders!
We Can’t Plan Life

Where Forever Ago falls short in interactivity, it excels in introspection. Many of its passages made me think about my own life, my relationship, and what I want for the future. Third Shift chose an interesting path, showing different versions of Alfred like pieces of a puzzle, and everything fits together perfectly. You understand who he was and how he reached the point where the game begins.
Alfred’s road trip takes him to different places: A convenience store at a gas station, an abandoned resort. Most importantly, it takes him to people—and a dog—who become essential for him to reconnect with life. I honestly found this brilliant on Third Shift’s part. These encounters are completely random, just like life itself, which gives Forever Ago a realistic touch. I’ve had deep conversations with complete strangers who later became close friends, so it was nice to see that human element here.
However, the journey includes specific “arcs,” like Sam’s, that feel rushed—missing a great opportunity to deliver more narrative impact. The secondary characters are excellent, but they don’t get enough screen time to be developed and create a stronger bond with the player.
Speaking of narrative impact, the soundtrack does the heavy lifting here. Some tracks are spectacular, like Forever Yours and Leave Home Behind by Clark Aboud. But my favorite is Nothing Goes Away by Wolfie’s Just Fine. For me, it’s the best song I’ve heard in a game this year, and its placement in the story is genius. When the credits rolled, I sat staring at the TV for several minutes, heart aching, feeling Alfred’s pain as if it were my own.
Forever Ago Review Verdict
As I mentioned at the beginning, Forever Ago is an interactive experience aimed at a very specific group of people. I see it as an artistic project with a clear—and even necessary—message. Third Shift succeeds in making players connect with Alfred thanks to well-written characters and a masterful use of the soundtrack.
I wish the journey didn’t include rushed moments. The secondary characters are amazing, but there’s barely enough time to get attached to them. The lack of interactivity and gameplay mechanics also takes its toll in some sections, making the pacing drag a little. It’s unfair to say Forever Ago is bad, but it would work much better as a live-action film.
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