Heck yeah. This game is my favorite new-style adventure game so far.
The ending had me in stitches. The conversation with yourself, the line-of-sight stealth section where theyâre picking on the one-dimensional characters (âWanna go ape?!â), the room covered in key codes. The game does a great job of making you feel like youâre in control and then fucking you up along the way. Itâs high school Alpha Protocol - instead of being a chauvinistic asshole to everyone, you min-max your social circle and do your best to fix every outcome.
Best one of these modern adventure game things is probably Until Dawn, because it really just embraces the trashy, and makes guessing how your choices affect things into a mechanic of sorts. That game is awesome.
Life Is Strange, on the other hand, is something I play through more because I have some kind of soft-spot for the genre. Iâm always surprised to see people who really like it, because I guess it just didnât appeal to me that much? Iâll talk about the ending when I figure out how to do spoilers.
Until Dawn is on the shelf ready to go when I get my PS4 back from my buddy whoâs playing Fallout (he literally only plays fallout so I implored him to skip the console purchase). Excited to play it!
I think Life is Strange is pretty trashy but that may not be the intent. By the ending itâs transparent that Max is a control freak who is not above using her powers to steal, manipulate her friends, and even just pick up and immediately deploy trivia like the most heinous of posers (eg., âI think John Lennon once saidâŠâ). If you played the character in a less opportunistic way I could see how your impression varies.
Sounds like a pretty normal teenager to me.
[spoiler]I think itâs pretty organic, but her arc is a standard Spider Man-style superpowers gone to her head and now she wants to stop Every Bad Thing: Kate, followed by several (3?) instances of keeping Chloe, and if youâre bad at picking dialogue choices, every conversation.That she misses the bad guy for the Scooby Doo villains is interesting because Jefferson doesnât fit her myopic (realistic) teen perceptions.
As an alternative explanation, I am a control freak and Iâm projecting hard.[/spoiler]
Until Dawn is a playable teen cabin horror movie that Real Film Director Larry Fessenden worked on. Peter Stormareâs voice and likeness are also in it. Itâs a sleeper hit on the PS4.
I liked Until Dawn a lot more than any other David Cage-style game Iâve played. Life is Strange I just found too cloying and too awkward to actually play.
worthless post alert:
if âGo fuck your selfieâ isnât the name of a tumblr blog yet, it probably should be
Hey quick question yâall - when it comes time to make decisions in this game is there any sort of time pressure or can you freeze time Out of This World (TV) style until you make up your mind? I was thinking this might make a fun game to sorta couch-Co-Op with the girlfriend.
Thatâs what my wife and I did and it was a good time. Having someone else in the room invested in the game really enhances the experience; you see each otherâs reactions, you both pick up on different references, and you end up telling each other interesting stories from your past. I definitely recommend it~
Seconded. Playing âchoiceâ games (need short hand taxonomy for adventure games sans inventory) with a partner is a good time. Itâs even reasonably easy to trade off âdrivingâ because the movement can be skate-like and grating after some time.
I played through this a while back, in part because I liked that episodic The Waking Dead game (despite never having read the comic or seen the show) and was looking for something similar.
Although I couldnât help feeling throughout the game that I was not really its target audience, it held my interest to the end. I found myself wishing it would take things a little further into the bizarre. Iâm always hoping for a story that pulls a surprise twist toward the surreal after starting out relatively normal. This one moved in that direction, at least.
I wouldnât be surprised to learn that this was directly inspired by the film The Butterfly Effect and the game Silent Hill: Shattered Memories.
Iâm playing this now largely on the strength of how much fun it was to play through The Wolf Among Us with Julie last year! Just agreed to go splish splash in the pool. Itâs pretty entertaining; Iâm looking forward to seeing where everything goes.
After playing through Chapter 1 and feeling not great about it, I played part of Chapter 2 at a friendâs, and for some reason I havenât quite identified, I seem to have warmed towards itâenough to want to finish it, anyway. Perhaps it just takes some time for everything to gel, or maybe it has something to do with just giving in and learning to love the âskip conversationâ button.
(Also, Iâve settled on rewinding time to undo spills and accidents and broken stuff, and let everything else stand, if possible. What this says about me, I canât verbalize.)
Also, while Iâve gotten use to the dialogueâs artifice (which I would consider to be a step or two beyond the normal level of artifice you get when you script dialogue for teenagersâBuffy-speak squared) I wonder what the game would be like without it. Itâd probably lose a lot of its character, but I wonder what would replace it.
Unlike The Wolf Among Us, Life Is Strange doesnât seem to have seized Julieâs attention. She did appreciate the opportunity to go in for the kiss on the morning following the pool night, though.
As for me, I donât know whether itâs my acute relationship with regret or my incipient middle age that is more to blame for my vulnerability to this story, but itâs been lurking in the back of my head in much the same way as Cibele and We Know The Devil and Gone Home before it. This is not a midlife crisis, but I catch myself with a lump in my throat thinking I should resume writing a physical journal, that I should look into teaching, that while many of my peers are carving their path into history, Iâm leaving the faintest of footprints that will so soon be swallowed up and forgotten. Other such maudlin nonsense.
Video games are fun, you guys.
donât worry everyone will forget about your peers eventually too
We finished! And yeah, the later chapters are a little more involving than the first ones. Ran into trouble while trying to save the diner from an explosion, but apparently thereâs some kind of issue where the sand you need isnât something you can interact with until youâve made certain observations. Ultimately, we chose to protect the Bay. Good game! I wish the servers didnât go down for the last two chapters.
Reviving thread because I just finished the game, playing with my GF, and wanted to talk about it with someone. hereâs my original post in the âGames You Played Todayâ thread, and I expand upon it. also, I could enclose the whole post with tags, but instead letâs just say
.
.
.
SPOILERS APPLY TO EVERYTHING BELOW
.
.
.
.
Before I start â
Let me state, I approach this from the angle that Chloe x Max is a thing. Like, thatâs how I played it, and Iâm a wlw, and this is a very strongly wlw story, especially depending how you play the pool scene and the day after â those scenes especially are played with a tenderness that makes it clear this is whatâs happening. The flirtation in Chloeâs voice when she says âoOoOo thereâs an OTTER in my waterâŠâ come on! Lying in bed in your PJâs with your âbest friend,â letting the silence linger, resting in each otherâs atmosphere, soft music, closeups of toes⊠come on! And this diary entry if you play the route right⊠come on!! Itâs WLW.
And really, whether or not you decided to play Max as het, Chloe is the pivotal driving force of the whole game. That relationship is clearly the whole emotional center, and denying its romantic potential really just leans into âjust gals being pals / Sappho and her friendâ territory. I see some dudes online aggressively defending this het angle and iâm not having it, itâs embarrassing. moving on . . .
When we get into Episode 5, youâre getting a ton of mixed messages. It honestly feels like we the player are being set up for a big gay reveal. Thereâs a lot of time travel mucking around trying not to get Chloe killed â Max is doggedly insisting that no matter what, Just This Once, Chloe Lives. You do a big gay montage in your dream sequence, walking through every meaningful scene between the two. Let me be clear, I support big gay buildup. I am a Big Gay!
Letâs talk genre. This is something that resonates very deeply in WLW stories- the idea of a relationship between two women beyond time, beyond space, beyond everything that science and logic and society says is right. (Again, see She-Ra, see Simoun, see Portrait of a Lady on Fire, see etc etc.) The Point is that love between two women is, can be, something greater than what we traditionally consider human relationships to be capable of. Remember the motif of Portrait of a Lady on Fire, the myth of Orpheus?
Héloïse : They were nearing the surface, approaching the threshold, when, fearing losing Eurydice and impatient to see her, her loving spouse turned.
Sophie : No, he canât look at her for fear of losing her. Thatâs no reason. He was told not to do that.
HĂ©loĂŻse : Heâs madly in love. He canât resist.
Marianne : I think Sophie has a point. He could resist. His reasons arenât serious. Perhaps he makes a choice.
Sophie : What choice?
Marianne : He chooses the memory of her. Thatâs why he turns. He doesnât make the loverâs choice, but the poetâs.
Héloïse : She spoke a last farewell that scarcely reached his ears and fell back into the abyss. Perhaps she was the one who said, Turn around.
âLet me die if I can look at you one last time.â Holy shit!! Iâm tearing up right now. Thatâs the pathos of the thing, thatâs the whole deal with this kind of WLW story. This is what that whole clumsy dream sequence should be setting you up for â The Biggest Choice between saving the anchor and meaning of your whole life and saving all these people that depend upon you.
If the story says not only âyou must sacrifice this woman to save everyone you loveâ but also âsacrificing this woman will break you and render your life empty,â then thereâs stakes.
And you know what? I was holding out hope for most of Episode 5 that there could be a happy ending, an âI canât possibly choose, what psycho would make me choose between you and my whole town?â, that we could get a âlove redeems allâ storyline. Because why canât we have that? We never learned why Max had these powers or why this storm had to come out of nowhere because she used them. We donât know if sheâs allowed to change the timeline a lot, or a little, or not at all. Thereâs a lot of time travel mechanics stuff the game doesnât talk about.
But by the walk up the mountain, the game is screaming at you to sacrifice Chloe. It becomes clear that your choice is a set-up, that you have to sacrifice her. The game wants to run its little morality play, it wants you to choose, but it doesnât want you to have a choice. Thereâs that Star Trek quote in the diary â âlet the person he loves die, so the Nazis donât win the war.â And why do you suppose all those people in the diner are begging you not to kill them? To make the player feel like a monster if she does pick Chloe. Itâs worth noting that Chloe is the only character in the diner who is ârealâ, who actually behaves like herself â but if you (player) say that, arenât you really saying that you (Max) see everyone else in your life as a 2-D cardboard cutout? What kind of selfish hero are you?
It feels like by this point in the story, the devs are twisting the knife. We all see what youâre doing here, game! We all see that you want this specific emotional payoff â Max must âdo the right thingâ and kill Chloe to save the town.
One question though: how is sacrificing everything for the woman you love âselfishâ? Remember, I approach this critique again as a lesbian who has been consuming every piece of media with a WLW theme since before I even knew I was a woman (I watched Strike Witches, for godâs sake). Lesbians are ALWAYS asked to sacrifice their loves on some bullshit. Bury Your Gays is a trope, look at Portrait of a Lady on Fire, look at Simoun, look at really any WLW media out there! Happy endings are subversive in WLW land, letting lesbians be happy is subversive.
She-Ra and the Princesses of Power raised the bar for me on this whole front. In She-Ra you get a slow-build romantic wlw relationship for the entire series. Catra is evil, and then sheâs more evil, and then less evil, and flirtatious, and then Really Evil, and then sheâs Evil but oh shit we have to save her. Her mere presence is constantly pulling the main character Adora into and through the various plot twists of the show. But itâs incredibly subversive in one main way: it actually FOLLOWS THROUGH, shows an actual romantic relationship reveal, and most importantly a happy ending. Adora actually saves Catra, Catra actually loves Adora back, and what happens? Their love literally saves the whole universe.
Does that sound stupid? Well first off itâs a childrenâs cartoon, and second off I donât care. Queer people need fairytales more than straight people, and thereâs nothing wrong with fairytales â stories is stories is stories, and queer people rarely get happy ones. (Queer women created She-Ra; Life Is Strange was created by Some Guys, and it shows.)
So back to LiS: How do we make it so this lesbian relationship isnât automatically treated as the wrong choice? Well, we need to not automatically punish the woman for choosing love. Thatâs all, isnât it? We need to follow through with the promise that This Love overcomes time, overcomes space and society and all these bullshit rules. This is what the game suggests, and the game needs to follow through. If itâs Just A Relationship, then why would anyone in their right minds sacrifice thousands of lives for it? And why should we care about the emotional beats of the story?
So we need both endings to be equally meaningful and emotional. Well, letâs save Chloe and see what happens. What cutscene do we get? Max tears up the picture, she holds hands with Chloe, they watch the storm destroy the whole town. Then they drive through the destroyed town into the sunset, fade to black. No grand speech, no love confession, no emotional beats, nothing. Just a flat âcongrats hero, you killed everyone.â Great, the hell do I do with that? Clearly I picked the Bad End. I have not looked up the Good End on Youtube as of time of publication.
So again I ask the question: why canât we have a happy ending here? Is it (as dudes online seem to think) less artistic, less mature? The devs want you to believe that sacrificing Chloe is a subversion of Your Desires in the sake of What Is Right. But queer people are always told our desires are Not Right. Whatâs truly subversive in this society is affirming our loves - feeling no guilt in our desires. Is that not artistic or mature? Donât we have enough AIDS Stories and dead lovers and guilt and shame and erasure?
Itâs not even that I think itâs inherently poor art to center the choice of whether to sacrifice Chloe or to sacrifice the town. Max has been building up relationships with various people throughout the town (again, depending on how you played it, but letâs say canon!Max is a nice girl who befriends everyone). So you can set up a major emotional inflection point â do you keep being that nice girl, or do you sacrifice everything you knew to pursue this new, unimaginable, wonderful love. The thing that gives the choice its stakes is the depth of the relationship â not just a standard âthis is my baeâ depth, not a cutout depth, but a transcendent depth. We need to see that sacrificing the town is worth it to Max, otherwise itâs a fake choice. And if itâs unimaginable per the story that Max would ever sacrifice the whole town to save Chloe, then we need to change this ending so that the whole town doesnât get sacrificed.
Unfortunately, the ending does feel like a fake choice â created by the devs (again, Some Guys) to make you (a gay woman) give up your wife, because Itâs Better That Way. The choice seems especially contrived when you consider that, for reality to be fixed, all you have to do is never use your power. So letâs consider the whole plot of the game: Why did you magically out of nowhere get a power you were never supposed to use upon threat of killing all your friends? Shh, as my mother would say, âyouâre not supposed to ask thatâ.
The Point is have you to fall in love and then kill your girlfriend. The Point is to reinforce heteronormativity. it doesnât feel like the immortal twists of fate - it feels like Some Guys wanted you to fall in love and then be forced to kill your girlfriend.
Why is the town getting destroyed the lesbiansâ fault? These are not forces of nature, this is a work of fiction. Who created this world, and why? Some Guys, whatâs your deal? Let me baldly assert that a queer woman would not have created such a world. Whoâs the real villain of the story, Mr. Jefferson or Raoul Barbet and Michel Koch? (Doth I denounce too much?)
i see a lot of people online complaining about the LiS ending in that it makes the rest of the game âmeaninglessâ â either you did all that time travel for nothing, or you built all these relationships with the townspeople for nothing. Thatâs not really my main argument. My criticism is that the game could have treated this WLW relationship with the seriousness it deserves, but it doesnât. It thinks thereâs a Good End and a Bad End, and the Bad End is the one where the lesbians live.
What would have been better? I donât know. I would have loved an unalloyed Happy End where you save Chloe and the townspeople â we can make it happen, handwave it, thereâs no logic behind this plotline anyway â but a well-handled bittersweet end could have worked as well. (Maybe you save Chloe, in such a way as to ameliorate the severity of the tornado, and some folks die, but we grieve and move on, buoyed by our love, etc etc.)* Thereâs really no reason this game couldnât have been a She-Ra ending, apart from the fact Some Guys didnât want it to be, and as a lesbian in The Year Of Our Luigi 2020 I really do expect better.
I saved Chloe, because fuck you game, Iâm getting my happy ending. Even with the devsâ clumsy railroading, 48% of players did the same, and I imagine they must have felt the same way â that at the end of the day, this ending choice is not a deep and immersive work of art, itâs just a stupid videogame.
//
*{EDIT: You know what would have been a great way to tie it all together? Have Max use some minimally-invasive time travel to send anonymous messages to herself, encouraging her to be in Chloeâs life more consistently. Chloe doesnât start hanging out with the wrong crowd, doesnât do so many drugs, maybe she avoids getting tangled up with Nathan or avoids getting shot, ends up with Max in the end⊠and the time travel is subtle enough to avoid the tornado, or make it more of a freak rainshower⊠I dunno just a thought. Give us the happy lesbians dammit.}
.
.
.
.
SPOILERS END HERE
.
.
.
Anyways despite me being mean about the ending I did quite like Episodes 2 and 3 especially the tender portrayal of Max and Chloe, and the airiness of the scenes (my girlfriend used the words âspaciousâ and âluminousâ). I always took the option to sit on the bed/bench when I had one. it gave a certain amount of mindfulness/present-ness/emplacement that I found quite unique in games iâve played.
iâm trying to convince my girlfriend to join the forum so she can post her take
blood potion feels inadequate so: i really liked this post