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TopicCasanovaZelos's Top 100 Video Games
CasanovaZelos
07/08/20 4:30:55 PM
#242:




#3. Life is Strange (2015)
Developed by Dontnod Entertainment

Greatness does not mean without flaws. While most of my favorite games achieve this status by juggling several strong ideas without notable hiccups, Life is Strange has some obvious issues. Namely, this is a Telltale-style adventure game with some stilted dialogue. A narrative-focused video game with questionable writing should be a death knell. This is the story of two teenage American girls written by two middle-aged French men and it shows. I start with this because I dont want anyone thinking Im somehow blind to these flaws. Rather, I believe the positives of this experience greatly outweigh these negatives, to the point that these apparent flaws actually add an odd charm to the overall experience.

When The Walking Dead shot onto the scene, it promised a new era of video game storytelling. The magic wore off almost immediately once people recognized the limits. This was largely a case where that initial game was simply that good of a story and its formula couldnt really be repeated, at least not without some inventive thinking. The gameplay itself was largely tedious. The Walking Dead showed that games could act like television, but what did that experience add if the gameplay itself wasnt gripping and when weve all learned choice is largely an illusion?

There are a few things Life is Strange does differently which sets it above these similar titles. First, theres true justification for its gameplay style. Most of Telltales games could have been more involved. There are moments where something like The Walking Dead feels like its holding back despite the medium allowing more. But the Telltale formula is a perfect fit for a modern high school mystery. Life is Strange is using this formula to tell a story which otherwise wouldnt be told in this medium.

Secondly, Life is Strange is a game which outright acknowledges the inevitable several times over. A game like The Walking Dead carries a negative aftertaste when you look back and realize nothing you chose mattered. By giving glimpses of the future state, Life is Strange instead becomes a game where the central theme is fighting against fate. By narrowing the focus, its easier to accept these limits. This is a perfect example of not negating but embracing limits. While not hitting the player over the head with a golf club, this is ultimately a deconstruction in the same vein as Portal and BioShock.

I shouldnt bury that statement at the end of a paragraph. Life is Strange deconstructs the idea of choice-based video games while playing itself straight. Theres never a moment where it seems to get caught up in its own cleverness. Instead, theres a layer of utmost sincerity, which results in this being one of the most emotionally resonant works Ive experienced in any medium.

Lets cycle back to the beginning again; before we can discuss the deconstructive nature, we must first establish the surface tension which hooks us in the first place. The game begins with protagonist Max navigating her way through a violent storm before waking up in class. She heads to the bathroom, where she watches a violent confrontation resulting in an unknown girl getting shot. Max suddenly jumps back to waking up, where she is suddenly able to answer her teachers question due to the memory before heading straight to the bathroom and stopping the shooting. She soon realizes the girl was her now-distant childhood best friend, Chloe.

Life is Strange thus operates as a murder mystery where the murder never happens. But its clear from the set-up that something needs to be done about Nathan Prescott, the would-be killer. The narrative juggles a few major threads. Chloes best friend in the intervening years, Rachel Amber, has been missing for months. Max and Chloe themselves have a lot of catching up to do, especially for Maxs silence while Chloe was coping with the sudden loss of her father. Taking after Twin Peaks, there are a couple dozen minor characters with their own arcs. A lot of your opinion of this game will be shaped by how easily you can handle Chloes brash and impulsive nature. For me, I instantly adored her character.

All of these elements are reinforced by Maxs power to rewind time. The first major choice in the game involves deciding whether or not to tell the principal about Nathan having a gun. Naturally, Max can rewind time after making a choice. This also means most choices are designed where both options have some sort of negative element. By seeing the immediate outcome and being able to cycle back, Life is Strange isnt about making choices but learning to accept them. Most choice-based games have you make a decision and thats that; Life is Strange wants to paralyze you in the moment, forcing self-doubt and hesitance.

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