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TopicCasanovaZelos's Top 100 Video Games
CasanovaZelos
07/08/20 4:31:32 PM
#243:


Its at this point where I need to put up the necessary spoiler warning its difficult to argue the greatness of a narrative work without diving into the specifics.

From an interactive perspective, Life is Stranges strongest suit is its seamless ability to rewrite its own rules. The moment that really hits people occurs at the end of episode 2. While Max and Chloe spend the day trying to learn Maxs limits, theres a b-plot about a fellow student who had an embarrassing video posted online. As Max returns to the dorms, this student has climbed to the roof and is threatening to jump. Max is able to somehow freeze time and work her way up to the roof, but pushing her limits like this causes her powers to temporarily stop working. The player must now talk the girl down without the ability to correct mistakes. Theres a sense of powerlessness in this moment that Ive never experienced elsewhere, but I was lucky to have paid enough attention to her to find a peaceful resolution. A game has never left me feeling so relieved, while others had to face the despair.

Similarly, at the end of episode 3, Max discovers a new power which allows her to jump back to the time of a photograph. She naturally uses this to reverse the death of Chloes dad. By doing so, Max finds herself in a twisted world where Chloe has been paralyzed. This sequence telegraphs the ending, but this is also where the deconstruction really takes hold. You are given an outright meaningless choice here. Chloe asks for Max to end her misery. This alternate Chloe does not matter in the grand picture, as Max has already decided to reverse this change. Despite this apparent lack of weight, this moment is absolutely gut-wrenching. The game seems to be asking a very important question: does something have to canonically happen to carry weight? Or is it more important that both the protagonist and the audience has seen these alternatives, even if its something we can only share among ourselves?

Perhaps the most depressing moment comes at the end of episode 4, entirely independent of choice. Max and Chloe learn Rachel Amber had been murdered and buried just a few steps down from their hangout spot near the tracks. In a game where it feels like we have increasing power over fate, this is a striking reminder that certain things in life are beyond our control. Seeing Chloe break down as she digs is another powerful moment you rarely see in media, let alone in a video game.

This game makes a perfect pairing with Undertale because theres only one real path. Of course, there is a choice at the end of the game which gives two wildly different conclusions, but only one is satisfying and based around learning the message of this game. As I said earlier, this is a game about acceptance after every awful side effect youve witnessed, you have to accept that you cant actually save Chloe. To do anything besides turn back time and let her die in the bathroom would be selfish. The fact you have to be the one to hit the button is what makes this so heartbreaking.

Its easy to write this experience off to turn back time means literally erasing everything you have done over the course of this game. But you havent, for both you and Max have still gone through that experience. This is a game about grieving loss, and the story has stolen everything from you but the memories; but are our memories worth nothing?

To put it in another perspective, imagine your closest friend has died and you are given a chance to spend one more week with them; after that week, the events themselves will be wiped from the earth, but you will still remember. Would anyone reject this offer? Life is Strange is about that sort of purgatorial experience of wishing you had just a bit more time with someone you had taken for granted.

Life is Strange carves out its own unique niche, telling a story with heavy yet human themes in a setting few games explore. This is a tragic tale with a great cast. And, sure, maybe the characters overuse frankly bizarre lingo, but for a game trying to capture the spirit of Twin Peaks, these eccentricities fit perfectly. This is the one game to truly fulfill the promise laid out by Telltales The Walking Dead, featuring a story powerful enough to paralyze while including key moments of interactivity that could not meaningfully be pulled off in another medium.

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