“My powers might not last, Chloe.”
“That's okay, we will. Forever.”
|
Verdict: DONTNOD
beats Telltale at their own game, creating the preeminent modern
choice-based adventure game.
Review: At
the time of this writing, the first four episodes of Life
is Strange are available
for purchase, with the fifth and final slated for a late October
release. Certainly, the quality and content of the final episode are
a factor in the overall experience of the game, but even if the final
chapter of this saga ends up underwhelming, Life
is Strange so far has
created a world not to be missed.
Telltale's
Walking Dead was
the beginning of a minor revolution in adventure gaming. The
once-dead genre had been revitalized by direct distribution and
crowdfunding, but Telltale gave Walking
Dead a distinctly new
feeling. The game was filled with gut-wrenching decisions, and the
characters constantly reminded you of the consequences of your
actions. As far as a technique to draw players into the world that
Telltale had developed, it was masterfully done. You were not just
watching, taking control when it was necessary to solve a puzzle or
fight enemies, but you were an active participant in the drama around
you.
Unfortunately,
Telltale's sense of choice was a carefully crafted illusion, and the
more they released games in the same vein, the more the cracks in the
mirror became clear. Walking
Dead worked partially
because of the novelty; their later offerings were increasingly
lackluster (with the exception of the charming Tales
from the Borderlands thanks
to its genuine wit and comedy).
There
was a single moment in Telltale's latest and most disappointing
entry: Game of Thrones
where (without spoilers) you are given the choice to attempt to kill
a major character from the television show and books. This choice
almost made me laugh in its absurdity: I knew there would be no
consequences either way, obviously this character lives. Is a choice
still a choice if it doesn't matter? This isn't just a problem with
licensed material, it's emblematic of the entire philosophy of false
choice behind Telltale. Like a puppet show, it only works if you
squint and pretend you can't see the strings.
Which
brings us finally to Life is Strange. French based DONTNOD's second
game (the first was the polarizing Remember
Me) wears its influences
up its sleeves. It concerns a small town in Oregon and the strange,
sometimes supernatural events that occur therein. Its story is
vintage Twin Peaks meets
Butterfly Effect,
which the game freely acknowledges, but the gameplay borrows
liberally from Telltale.
Structurally
it works the same. You guide your protagonist (introverted hipster
Max Caulfield) as she interacts with an environment, talks to NPCs,
solves puzzles and makes one-or-the-other choices that will leave you
pondering and regretful. But, not too regretful, because the big
gimmick of Life is Strange is the protagonist's limited time travel
powers. Besides having an enormous effect on the plot, they also
allow her to, well... rewind time.
Practically,
this translates into using it to explore conversation paths, solve
some simple puzzles, and preventing Max from spilling or breaking
things. Which she does with rather alarming frequency. This ability
also lets you go back and make other decisions in the game-changing
choices, but only to see its very short term effects, since you can't
rewind particularly far back (for obvious reasons). It's a cute
gimmick that most players will get a lot of use out of, but more than
that, it feeds into the two strongest elements of the game: the
experience and the narrative.
This
is not an opinion everyone shares, but I believe the experience of a
game and its ability to draw you into its world is the most important
part of the game (hence my blog name). This is especially important
in a story-driven game like Life
is Strange. In this
regard, it succeeds in spades. The rewind ability has an ancillary
effect of cutting down on immersion-breaking reloads because there's a built in system
for redoing your decisions. Even the menus are designed around the
idea of you inhabiting Max's world instead of your own.
Which
is important, because you two will be spending some time together.
Max's basic personality and outlook is more or less set by the game,
your decisions are more about determining her actions and
relationships. Any way you play it, she's a serious young artist with
a good eye for photography and an empathetic heart. The second most
present and important character is her childhood best friend turned
punk rock rebel Chloe. She starts out as little more than a cliché,
but as the game carries on you see the full depths of her conflicted
character.
There
are other characters (quite a few, in fact) who you can interact with
in various ways, but the majority of the development is between Max
and Chloe. This game's laser pointed focus on a relationship between
two young women is reminiscent of Gone
Home, but this game more
fully explores its themes by putting you in the driver's seat.
Depending on your choices, their interactions can be strained,
friendly or even flirtatious, but there's little doubt their intelligent, well-written
dynamic and realistic portrayals are a huge draw for a game like
this.
You may find yourself rolling your eyes in her first few appearances, but Chloe will grow on you considerably. |
The
game's narrative itself is, at its core, a coming of age story. The
rewind powers work into the lesson Max has to learn the hard way:
When you're an adult your actions have consequences. But it wouldn't
be a Twin Peaks
inspired game without a good mystery or two. Life
is Strange sees Max and
Chloe team up to try and find Chloe's missing best friend: Rachel
Amber, as well as try and come to terms with and understand Max's
powers and their consequences. These elements are handled well, but
they are just backdrop to the characterization.
Life
is Strange
uses many of the familiar Telltale tricks to make you feel like
choices matter. Characters will constantly bring up events, and
little elements are in flux. Life
is Strange
takes it a few steps further however, by making those choices
actually make a real difference. By giving them some teeth, you feel more
responsible for the consequences. Characters you alienate early in
the game may refuse to help you later and possible choices might be
closed off because you didn't pursue the right options earlier. The
general beats of the story remain the same, but the details change in
meaningful ways you won't see in other games like this.
It's
an amazing experience, but it's not for everyone. This is not a game
you can come into with a sense of world weary cynicism, and if you're
determined not to like it, you surely will not. The puzzles rarely
have you rushing to a walkthrough and besides some optional
photography there's not much in the way of distractions. And if you don't like adventure games or didn't enjoy any of Telltale's offerings in the slightest, you probably won't fall in love here.
However,
if you want to feel pulled into a world so vivid that it feels real,
and if you're willing to let the game suck you in, you can hardly do
better than a game that reminds you that life is
indeed strange, but it is also wonderful, terrifying, confusing and
most of all beautiful.
Rating: 3/3
(Not just for fans of the genre, this game is a masterpiece.)