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E

pisodic games nowadays are

something of a novelty. Spearheaded

by Telltale Games, the method of drip

feeding gamers content sends web forums into

meltdown with discussions as to what will

happen next and concerns over the impact of

decisions made. Usually, they’re predictable and

proceed chronologically. But what happens

when you introduce the ability to reverse time?

That’s where

Life Is Strange

comes in. Max

Caulfield is a teenager quite literally isolated

from reality following her five-year absence

from her hometown of Arcadia Bay, Oregon.

Following exceptional events at her school,

Blackwell Academy, she discovers she has the

power to turn back time.

What follows is an emotional journey of

self-discovery and doubt. Episode One starts

out as your atypical teenage high school drama,

where Max is taunted by others in her classes

and is struggling to fit in. Where Episode Five

finishes, however, is on a whole

other emotional wavelength that’ll

leave you questioning whether you

should’ve watered your plant way

back in the beginning.

Starting out with decisions like

“taking a selfie” or responding with

sass, the game quickly snowballs into

a guilt-ridden descent of forcing you

to decide how to talk down a friend

close to jumping from a rooftop,

whether to dob in a classmate found

carrying a gun, or even deciding the

fate of your best friend’s father.

Life Is Strange

’s choices,

combined with its ability to allow

you to alter these decisions once you’ve made

them, is essentially what makes it such an

impactful and compelling game. The reality

and the relatability of Dontnod’s game is what

draws you in so utterly and completely.

When compared with the studio’s first

title,

Remember Me

,

Life Is Strange

is a

groundbreaking and genre-defining title that

sets it apart – and offers a welcome break –

from the FPS and RPG games that have

become so prominent in the marketplace.

As Max, you are faced with choices that

will leave you seething for weeks – and even

months – on end, wondering just which path

you took that led you astray. There is never

really a moral compass that points due North;

yo

ur decisions will have implications,

and it is up to you to come to terms

with that.

Dontnod have done a brilliant

job with the story. The important,

hinging (and morally ambiguous)

story choices you must make are

so obscure that they have almost

a 50/50 split in regards to which

path players chose. Put it this way:

if LIS was a movie with set plot

developments, 50 per cent of its

viewership would be disappointed

with the way it played out.

The artistic choices of the studio

are reflective of the alternative nature

of the game. Almost comic-like, the

design is real enough to create a

complete sense of immersion.

visit

stack.net.au

GAMES

FEATURE

44

jbhifi.com.au

JANUARY

2016

GAMES

Life Is Strange

is a

groundbreaking and

genre-defining title

Neil Peart, author and member of the band Rush, once said, “If you choose not to decide, you still have

made a choice”.This is fundamentally the basis of Dontnod’s

Life Is Strange

. Guilt-ridden and plagued

with the consequences of your choices, it’s a title that puts a lot of power in the hands of players who

ultimately wind up feeling as though they don’t deserve it.

Life is Strange is out Jan 22