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Life Is Strange: Before The Storm (PS4)

Status: Finished playing
I started playing this game on Friday 11 October, 2019  //  I stopped playing this game on: Monday 11 November, 2019
Current opinion of this game
No comment, yet.

November 11, 2019 07:14:28 PM
I played this over a few sessions (3, I think?) not too long after having played Life is Strange. It's definitely an interesting prequel - Max, the protagonist of the first game is nowhere to be found, with everything centering on Chloe Price (Max's best friend) and Rachel Amber (the girl who went missing in the first game).

If you played the first game, you obviously know what lies in the future for both characters - but it's interesting to see how you can shape things in a way that can be interesting to you. So, I really enjoyed that part of the game.

The original game (LiS) had a special time-rewinding mechanic that Max could use to change things around and so on. It was pretty central (thematically, narratively, and mechanically) to the game so I was curious if it would appear here (it would make no sense narratively...unless the team sort of bent over backwards to explain why it might work). Fortunately, they didn't include that mechanic but clearly there was a need to have SOMETHING special. I think it's mostly a differentiator from the Telltale Games? At this point, both were not interested in the puzzle aspects common and Telltale has QTEs. LiS doesn't really (hedging my thoughts here just in case there are a few and I'm forgetting).

So, LiS: Before the Storm has a "argue" mechanic reminiscent of the old swordplay/wordplay from Monkey Island. A character says something and then you have to find the right/best response such that you make progress towards a central icon - at which point you've "won" the argument. Winning here is more like "you've manipulated the social situation to get what you/Chloe wants" (e.g. got someone to let you in to the club, pissed someone off, etc.). Those moments - there aren't too many of them - were perhaps the most enjoyable part of the experience for me. Keep in mind that I'm a middle-aged man playing a game about two high-school girls and their issues/angst/etc.... so, I'm not the target demographic at least in terms of relating to some of the issues the characters go through...

I also enjoyed the "trophy mechanic" - in LiS Max had to find special moments/things to photograph (to unlock that trophy) and it was fun to try to guess/identify where those moments/places were. Some were obviously harder than others. In this game, Chloe likes to write/graffiti/tag things - so basically the same idea - you have a clue in each episode that helps you try to find/figure out/setup a moment for her to tag something (and thus unlocking the corresponding trophy). I appreciated the consistency with the first game and the minor twist on the theme. It makes sense with the story (Chloe the rebellious kid with art skills vs Max the amateur photography lover).

I've been thinking of the overall tone of the series - and I'm not sure it meets the formal checklist for "tragedy", but I definitely think of that when I reflect on my experience with the game. Also, I've been thinking of how many other games do this (or have this sort of an experience)...and there aren't many, which I think is kind of interesting in and of itself. It makes me wonder what next?

Oh, as a final note - the bonus episode is also fun (and nice and short) and perhaps even sadder even if it's not sad per se. It's just sad in the context of everything you know will come for both characters - you play Max at Chloe's house before Life is Strange: Before the Storm takes place...so it's a pre-prequel of sorts. (it's their last day together as pre-teens before Max leaves for Oregon, she returns from Oregon for Life is Strange and Chloe is angry that she never wrote/they lost touch with each other).


 
kudos for original design to Rodrigo Barria