Life is Strange is a weird video game experience. I’ve
played through Until Dawn, and though it has limited gameplay, the effect of
the game was pretty straightforward. It asked you to be scared and intrigued,
giving you some form of control over the fates of the characters as they solve
mysteries and navigate through a typical horror movie scenario. The gameplay
was limited (walk around and observe things) as was the puzzle-solving. Life is
Strange has a similar gameplay style, heavy on walking around and exploring
your environment, with tasks that lead you to the next part of the story. It
adds a bit more strategy as some tasks require you to rewind time after you’ve
already changed something, and rewards players who investigate everything,
either through necessary exposition or changing the story itself. The main
difference between Life is Strange and most other story-based single-player
games, including Until Dawn, is how the story is told. Even without the aspect
of time travel, it’s a unique experience. It shouldn’t really work, because the
story is so emo that were it a movie, only teenagers would enjoy watching it. The
game revolves around a young girl, Max, who came back to her hometown, Arcadia
Bay, after leaving 4 years ago and finds that she’s able to rewind small bits
of time. Max is also having visions about the impending doom of Arcadia Bay, as
she hallucinates during class about a massive storm heading for town. There are
also posters for a missing girl stapled all over the school, and she bumps into
her old friend, Chloe, who became friends with the missing girl after Max skipped
town with her parents 4 years ago. It all sounds like an afterschool special
with some sci-fi thrown in.
Playing Life is Strange doesn’t feel like an afterschool
special at all though, and I think it boils down to ownership of the character
and the pace of the game. What many movies in the drama genre fail to develop
is a sense of identity. They gloss over key details that allow the audience to
generate empathy for the actors, either turning them into stereotypes or making
them do illogical or unreasonable things. Life is Strange is odd, in that your
actions, whether you know it or not, affect the characters, and you get to peer
into their lives by looking at all their most personal belongings. The basic storyline won’t change, but by putting the audience in a position to make
choices about everyone’s outcome—including Max—in response to certain events, it
makes you feel so much worse when you fail to save one or end up hurting
another. This effect isn’t a quick burn like Until Dawn, where button presses ultimately
dictate whether your character lives or dies. The choices you make can be
contemplated and taken back in the moment, if you wish, by reversing time.
They’re deliberate and, once chosen, permanent, because the effects are usually
only seen later in the game. Just like real life, your choices appear to matter,
and many of them are neither right nor wrong. As such, time travel is the
perfect theme for Life is Strange, where tinkering with each decision can alter
the timeline and affect people in unexpected ways. I should put a disclaimer on
that statement though, since there still is a streamlined plot that requires puzzle-solving
as well as choices that all advance said plot one way or another. However, the
game gives you ample opportunities to fiddle with how it advances, with varying
results for each character.
The pace of the game is perfectly suited to the themes the
game explores. You never feel rushed, even when you’re sneaking around,
trying to avoid the security guard. The game shines in its quieter moments
though, like in Chloe’s bedroom, the dorm where Max lives, or the diner where
Chloe’s mom works. They’re small, lonely places that remind you of when you
were 18 years old, hanging around at your friend’s house with nothing to do and
all the time in the world. The music is also something that’s both relaxing and
bittersweet, never veering off to cater to each specific moment, but rather emitting
a calm atmosphere over everything and making each revelation more affecting than
it otherwise would be. Just the intro, with Max walking down the hallway of her
school, gave me goosebumps and had me listening to Syd Matters on YouTube.
I haven’t played through the entire game yet, so writing
this review may be a naïve proposition since I have no idea how the finale will
be changed based on my in-game choices. It could end up like Until Dawn, which
was disappointing in that there was just one endgame after all and very little can
change it. I’m hoping that’s not the case, but even if it turns out that way, I
still FEEL like my choices mattered anyway. Things happened throughout my
playthrough that I had no control of, yet I still feel like I was somehow
responsible. I guess that’s just life though, and like the game says, it’s very
strange.
No comments:
Post a Comment