THOSE WHO LEAVE AND THOSE WHO STAY (2014)

A bit of preamble:

I’m not one for sweeping, multi-pronged epics. I like my works short and intense.

Have I read and watched all of GAME OF THRONES? Yes, but that was at the behest of my wife and, then later, to not be left out of the cultural conversation.

That said, I soured on the series around A STORM OF SWORDS but kept reading and watching. I finally drew a line in the sand with HOUSE OF DRAGONS, stating: “I’ve spent too much time in this universe; it’s not good for me and I need to move on.”

(To be fair, I will read the remaining novels, if they’re ever published. Sunk-cost fallacy and all that.)

However, within 100 pages of MY BRILLIANT FRIEND — the first book in Elena Ferrante’s Neapolitan Novels — I felt my face glow, felt a connection to these characters, to this life and its drama that I hadn’t felt towards a narrative work in years (apart from LIFE IS STRANGE, naturally). I told my wife: “This is my GAME OF THRONES. This is amazing. This is my everything right now.”

I fucking love this series, and I’m so happy others do too.

As I’ve previously stated, I love nothing more than to go out to a bar, have a beer or cocktail or two, and read.

Normally no one recognizes what I’m reading because I read a lot of weird stuff.

Not the case with the Neapolitan Novels. Those who have read them and recognize what I’m reading? Their eyes light up and they’re so over-eager to discuss them, and I’m more than welcome to indulge them.

Let me rewind a bit:

The Neapolitan Novels — originally penned in Italian, but have been translated to multiple languages — are centered around two childhood girls who become women, colloquially named Lenù and Lila. They both grew up in a shitty part of the outskirts of Naples. They’re both exceedingly intelligent and intellectually and romantically compete against each other. One became a successful author while the other …not so much. The entire four-novel series is about them growing, changing, adapting, and their push-and-pull.

I have yet to read the final novel, hence this post, but I revel in every word. Elana Ferrante — whose name I’ll note is a pseudonym as she prefers to not be known — has a quick wit and succinct brevity that I adore. It’s one of the rare times where I wish I could read the work in the original language.

Some have made claims that it’s a dude writing these, and while frankly I don’t care — most of the protagonists I write are women — it feels very genuine and authentic and lived-in. All I’ll say is: respect the author’s intent, especially when they’re serving you something special like this.

Addendum

I’ll note that these books are famously known for their absurd covers that have absolutely nothing to do with the material they’re wrapped around. Personally, I love them, however I can understand how others might not. Please, do not judge these books by their covers.

LIFE IS STRANGE: BEFORE THE STORM – FAREWELL [REMASTERED] (2022)

While I first played LIFE IS STRANGE waaaay back in 2017, I’ve been intensely playing/replaying all of them pretty much non-stop for the last two months.

“I want to look at everything.”

I realize that’s not healthy. Emotionally, they’re absolutely brutal. My wife remarked: “Everytime I see you playing these games, someone is sobbing or you are.”

However, I’ve been going through a lot over the past year — to the point where friends have reached out and asked me: “Are you okay? Because you don’t seem like you’re okay.”

“I thought if you heard my voice, it could be a little bit like I was there.”

And no, no I’m not. Not at all. While I don’t want anyone’s sympathy, I do appreciate the outreach, and that’s exactly what LIFE IS STRANGE encapsulates.

(I will be fine. I have a quality support network. I’m just over-emotional in general.)

LIFE IS STRANGE: BEYOND THE STORM — FAREWELL [REMASTERED] (FAREWELL from here on out) supplies a short and bittersweet closure to the Arcadia Bay series. It’s simply Max and Chloe lounging around as young carefree teens until the end.

That’s all. That’s the entire game.

It’s delightful, and as someone who has lived through too much, to be able to relive the lighter moments of the past brings a smile to my face. Is it sheer nostalgia through another’s eyes? Yeah, but I’ll take it.

Two facets that I haven’t quite touched on with prior LIFE IS STRANGE entries:

1) The goddamn soundtrack. The music programming and the original scoring is absolute perfection. It encapsulates the ennui and conflict and ebulliency of being a youth. No notes.

2) Chloe’s physicality, height, and lankiness. As someone who is taller than most, often thinner than most, and prone to leap up on curbs as if they were a balance beam, I absolutely loved the animation work here.

FAREWELL sees Chloe before she literally feels the weight of the world on her shoulders. She springboards around, leaps around, bounds down stairs and jumps onto tables. She’s still slightly awkward and feeling matters out, but supremely confident in her command of her body in a way I’ve never quite seen in a video game.

I realize that may sound odd given that 90% of video games are all about physical activities, but there’s a personal exuberance here that feels fresh and makes me feel very seen.

“Even when we’re apart. We’re still Max and Chloe.”

To re-iterate: this has been an enormously exhausting but fulfilling journey; one that finally has me exhaling. At least until the next game. If you want to put yourself through the emotional interactive wringer, as opposed to mindlessly shooting dummies, I highly recommend it, but it does come at as cost, as does simply living life. There’s absolutely nothing like these games, and I’ll treasure them always.

“After five years, you’re still Max Caulfield.”

LIFE IS STRANGE: BEFORE THE STORM [REMASTERED] (2022)

CONTENT WARNING

This post contains mentions of familial death.


In my prior BEFORE THE STORM write-up I noted how I relate far more to Chloe than I did to Max, which seems to be an unpopular opinion but I am who I am. I didn’t go into details so here are a few additional reasons that dovetail with my youth.

Chloe is a quintessential young punk, whereas I was a quintessential young gothling; she sneaks out of her house to attend illicit live band shows in sketchy places; she feels all alone in the world, at least until she finds a friend in Rachel Amber who presents as a perfect straight-A student but is actually a hedonistic, rebellious queer youth.

Been there, done that (although not necessarily in that order).

“It’s okay not to be okay, Chloe Price.”

BEFORE THE STORM sees Chloe trying to heal after the abandonment of Max and the death of her father, and she finds solace in Rachel’s hands. For three episodes, we get see the joy in her eyes, the wonder of discovery, a whole new queer world opening up in front of her.

Again, if you’ve played the prior games, you know how this ends, and it is not good, but goddamnit, I just love to see Chloe — as angsty as she is in this point in her life — happy, if only momentarily.

Upon replaying, I was surprised at how much foreshadowing and groundwork was laid, although I definitely suggest playing this after the first game.

Also, upon replaying, I had Chloe interact a bit more aggressively and was happy I did so; the call-and-response is far more interesting than the rather milquetoast approach I took the first time.

While the game lacks any supernatural or superpower elements, it does have spectacle with fire. Again, these are not subtle games — it’s subtext to communicate the burning urges of youth — but I can’t help but love it, and visually the billowing smoke ever-present in the background is so very striking.

And while you don’t have Max’s rewind powers, the developers have nicely added a few new features to the dialogue trees to keep matters fresh. Never at any point in time does it feel like you’re simply watching a film — you feel like you are in control, and that your decisions make a difference.

Lastly, I’ll state: this post is concerning the remaster, which … is not great. It is not polished. It has a ton of bugs and crashed several times and honestly? Doesn’t even look good enough to merit the term ‘remaster’. However: I bought it simply so I’d have a physical copy, so I could play it on my Switch on a desert island until the batteries died. That’s how much I love this game.

LIFE IS STRANGE WEEK: OUTRO

The LIFE IS STRANGE games have been incredibly difficult for me to deal with, much less write about. They’re literally manufactured to trigger grief and sadness and re-invoke lived trauma and, while I know the developers meant well, it’s still brutal to confront matters.

I’ve always hated the ascribed name ‘LIFE IS STRANGE’ because life isn’t strange at all and I feel like the game doesn’t even believe it as it has never invoked that phrase. This is just life. This is just living. Abuse and neglect and abandonment have been normalized, have been for a long time and fundamentally that’s what these games are about, as well as the coping mechanisms surrounding them. We tell ourselves it’s strange to justify the calamity of our lives, of exploitation, of unfairness and inequality, when it doesn’t need to be like this.

It is life. While I may be strange, this is not strange.

However: while these games do make me sob, they help me. There aren’t many games that are intentionally meant as therapeutic means but these are games about people feeling too hard, hurt by life and circumstance, but also about finding ways to mend and reach out. I’m shocked they even exist — because how do you even pitch that? — much less have become an actual franchise. As someone who has lived through a bit too much shit, I’m happy to see a game that portrays working through shit, and portrays people surviving it.

I love reading the YouTube comments for these games — well, 75% of the commenters, the other 25% can go fuck themselves — because they are all beaming and realizing that video games can help and heal in their own way. These games have made me feel like I’m not alone, just like those comments have made me feel like I’m not alone, and just like how I’m writing this: you are not alone.

I can’t wait for the next one.

LIFE IS STRANGE: WAVELENGTHS (2022)

Hey, remember Steph? No? It took me a little while to remember her as well.

I didn’t mention her in my initial write-up of LIFE IS STRANGE since she’s a very ancillary character. Hell, I didn’t even think of her being a callback character while I was playing TRUE COLORS and I was actively trying to romance her.

So much of the LIFE IS STRANGE series is about pretend and role-playing and escapism due to the trauma of reality, so it makes sense that they’d have a character who was fascinated with all of that, even if they existed on the out-skirts, and this bonus episode is all about that!

If you aren’t familiar with Steph, she’s a very queer Dungeons & Dragons role-player who will lead you through a game she penned. That’s it, that’s her only role in the first game. She usually plays with her best friend Mikey, but is always eager to share with others.

One of my favorite things about LIFE IS STRANGE is that it’s absolutely gender neutral. Everyone loves what they love, and when you see the spark in their eyes when they’re conveying why they love it, you want to love it too. That’s the best thing a game can do; to transmit their love for gameplay and their audience.

However, there’s always a downside: one of the very stupid things I have said to my therapist is: “Danger always finds me,” because it has. So I couldn’t help but wince when Mikey tells Steph “Adventure will always find you.” because I’m like “There’s a terrible side to that! And these games are completely all about that! That is not a comforting thought!”

But I digress. This is a perfect coda to the Arcadia Bay games, and it’s particularly poignant. LIFE IS STRANGE has always been exceptional with their scores and soundtracks — they’re brilliantly evocative and melancholy — and to shape one entire episode around serving up music is inspired, as WAVELENGTHS sees Steph as a local DJ, living her best life, but also realizing that it’s a transitional one.

We follow her through four seasons of a year, solely through her work and we watch her become more comfortable with her job. It also dovetails with the empathic emotions of TRUE COLORS as people reach out to her over-the-phone and she learns how to placate them.

It’s a fantastic little slice of life, one that more game developers should learn from.

“I am not alone in the universe!”

LIFE IS STRANGE: TRUE COLORS (2021)

CONTENT WARNING

This post contains mentions of familial death.


While I said that LIFE IS STRANGE: BEFORE THE STORM is my favorite of the series I, somewhat intentionally, neglected to mention that LIFE IS STRANGE: TRUE COLORS (TRUE COLORS from here on forward) is the one I identify with most.

TRUE COLORS centers around Alex, a twenty-something who reunites with Gabe, her big brother, in the fictional town of Haven Springs, Oregon. Their mother died of cancer when they were teens, their father abandoned them shortly after, then her brother was locked up in juvie for carjacking, and Alex was scuttled from foster home to home, essentially until now.

(I’ll note that there’s a spoiler below, but it literally happens in the first chapter and it is a major part of Alex’s journey, and really not spoiler-y! But go forth, play it, then come back if you’re squeamish!)

Of course, LIFE IS STRANGE being LIFE IS STRANGE, her brother is killed under specious conditions.

Also, LIFE IS STRANGE being LIFE IS STRANGE, it’s revealed that Alex has superpowers: she’s an full-blown empath who can literally see how people are feeling, hurting, and intense emotions cause her to lash out.

All my life I’ve been called out as someone overly sensitive, someone overly emotional, someone too observant, and when I am emotionally overwhelmed, I too explode.

So, yeah. This hits a bit too close to home for me. When I described the game to my wife, she explicitly asked: “Are you sure you should be playing this?” and I replied “No! I definitely should not!” but proceeded to do so anyway, and proceeded to cry through the bulk of the first third of the game, and I’m a better person for doing so. For as much as the game underscores the trials and tribulations of being emotionally oversensitive, it also extolls them. Alex is not only finding the truth out about the death of her brother, but finding what she wants out of life.

It also serves as one of the best renditions of a rural town’s Main Street I’ve ever played. I’ve previously harped on how the LIFE IS STRANGE series mirrors my time growing up in Vermont and TRUE COLORS is the absolute pinnacle of that. Haven feels like I’m wandering through Church Street — downtown Burlington, Vermont — even down to the indie record store. (Shout out to Pure Pop!) The only thing missing are the gravy fries from Nectar’s.

(I’ll also note that TRUE COLORS features the following exchange: “Greatest Northwest band of all time? Go.” “Sleater-Kinney, if you were wondering.” and Sleater-Kinney is only one of my favorite bands ever, so thanks game for validating that you are solely for me.)

I’d be remiss to neglect to mention the glow-up imparted on TRUE COLORS. While the prior LIFE IS STRANGE games had striking visual character designs, TRUE COLORS is absolutely gorgeous, all rounded features, glossy and fluid animations, and even better: it imparts a sense of tactility that was lacking in the prior games. It’s not just that characters touch each other, it’s that they rub and wear and scrape against works around them. This is a world well-crafted.

LIFE IS STRANGE 2 (2018)

CONTENT WARNING

This post contains mentions of familial death and psychological dissociation.


The LIFE IS STRANGE games are not what I would call a ‘fun time’ — practically every post I’ve made about the series has content warnings — but LIFE IS STRANGE 2 is especially tough. It opens with a mostly idyllic Hispanic family: two sons, one pre-teen — Daniel — one firmly a teenager — Sean — and a father. Their mother is mostly unknown to them, but the three of them have a happy life.

At least, until Daniel makes the mistake of playing zombie in their front yard.

Matters escalate. Police get involved. Their father is shot by a policeman. Daniel reacts impulsively, self-protectively, and sends out a kinetic blast, killing the policeman.

Sean grabs Daniel and they go on the run, leaving behind his teen love because he knows there’s no better option.

It may sound twisted, but my favorite part of LIFE IS STRANGE 2 simply consists of Sean and Daniel endlessly walking through the Pacific Northwest, solely because — despite the fact that I’ve never been to the Pacific Northwest — it feels like I lived part of this game. As I’ve mentioned in prior LIFE IS STRANGE posts: New England is not the Pacific Northwest. (Duh.) However, they’re basically kissing cousins. Very similar landscapes and remote culture. Tall trees, lush and vibrant greenery, and folks existing peacefully on the fringes of society.

There have been times in my life where I’ve been stranded, when I had no money and I had no one I felt I could confide in (although, truth be told, I did and probably should have) and so … I’d just walk hours on end, sometimes even overnight, through New England roads which are sparsely populated but the trees …make you feel protected. Insulated. Even though the woods also are home to predators, it felt …natural.

LIFE IS STRANGE 2 is a game centered around desertion and opt-ing out of society, because sometimes, that is absolutely necessary. As you venture through the game, you meet up with folks who are off-the-grid, including one face you might not expect from LIFE IS STRANGE 1. Whereas the prior games were all born of suburban trauma and feeling penned in, LIFE IS STRANGE 2 is a wild road trip adventure.

I’ll note that LIFE IS STRANGE 2 also features a small moment regarding an older journalist — a transient, basically — who helps them out in a time of need, and that’s it, and he drives off. Again, it’s small, but it makes an impact.

It sketches out how the world is different for so many people, and that there are so many different ways to live in it, which is essentially what LIFE IS STRANGE 2 is about.

“It feels like we’re walking nowhere.”

LIFE IS STRANGE 2: THE AWESOME ADVENTURES OF CAPTAIN SPIRIT (2018)

CONTENT WARNING

This post contains mentions of familial death.


LIFE IS STRANGE 2: THE AWESOME ADVENTURES OF CAPTAIN SPIRIT (forward known as CAPTAIN SPIRIT) is a bit of an anomaly in the LIFE IS STRANGE series in that it’s centered around a very young boy but also: it was a free ‘demo’ for LIFE IS STRANGE 2 released prior to the game, and is only barely tangentially related to LIFE IS STRANGE 2.

Those caveats aside, CAPTAIN SPIRIT is still very much a LIFE IS STRANGE game: it is absolutely fixated on trauma and loss, escapism and the hope of overcoming what hell you’re living in, even if it means believing in superpowers.

In this case, it’s about yet another Pacific Northwestern person, a young boy named Chris Eriksen. He’s fashioned an alter-ego known as CAPTAIN SPIRIT in the days since his mother died in a car accident; an accident that his alcoholic father he lives with still blames him for.

(Obviously, this is the flip-side of the coin of LIFE IS STRANGE 1 and Chloe’s father’s death.)

It’s a very slight, but sensitive portrayal of a youth who isn’t quite cognizant of the turmoil around him, nor the turmoil he’ll have to work out in therapy in the future, but I found it to be a very sweet and heartfelt story, even though there’s very little gameplay.

It’s worth noting that there are a few iffy bugs with it and LIFE IS STRANGE 2 that can cause issues. I had to delete and re-install both in order to deal with ‘em.

LIFE IS STRANGE: FAREWELL (2018)

CONTENT WARNING

This game contains details of familial death. To prevent spoilers, I side-step mentioning those details.


If you’ve been following along with the prior posts: LIFE IS STRANGE: FAREWELL (FAREWELL, going forward) is a very short prequel to LIFE IS STRANGE: BEFORE THE STORM (BEFORE THE STORM, going forward), which is the prequel to LIFE IS STRANGE.

In other words: you get to see Max and Chloe as very early youths, just as Max is about to leave for Seattle and just when Chloe’s life turns to shit.

BEFORE THE STORM was far smaller-scale than LIFE IS STRANGE, and FAREWELL is even more intimate. It details one of Max’s last days with Chloe before she moves to Seattle. She hasn’t told Chloe yet — she’s afraid of ruining the mood and just wants to hang out with her best friend and riff on the good times; all of their pirate games and treasure maps and blowing up shit and languid lounging sleepy days, hanging around Chloe’s room, occasionally popping out for a stack of her mother’s pancakes.

One of the most remarkable features of LIFE IS STRANGE is its indulgence in reminiscing and introspection. Each and every installment features a number of places to sit or lay down on and mull over feelings and revel in memories. For the majority of FAREWELL, it’s Max laying alongside Chloe on her bed as they idly listen to music, the breeze flowing through the windows, as she recounts her feelings about her best friend to herself. The camera cuts to specific areas of Chloe’s room, occasionally glimsping the outside, even after Max has completed her inner monologue.

It’s techniques such as that which makes LIFE IS STRANGE a game instead of an interactive novel. You can exit out of these vignettes at any point in time. Hell, you don’t even need to enact them. However, when you do it enriches the characters and the world that they inhabit.

FAREWELL is quietly brutal, with a gut-punch of an ending but, for a short period of time, you get to live in the idyllic world of their youth and see them simply having fun and enjoying life. As I’ve grown older, I’ve found myself opting out of works that unnecessarily put their characters through unrelenting traumatic circumstances and, while LIFE IS STRANGE most certainly does that — I realize it’s basic narrative necessity — it also finds time and space to give them joyful experiences, and I will miss them.

“Even when we’re apart, we’re still Max and Chloe.”

LIFE IS STRANGE: BEFORE THE STORM (2017)

When dealing with teen-centric dramas, too many works have their point-of-view centered around the naive shy one who is drawn into the orbit of the nefarious, corrupting burr on society. The initial five chapters of LIFE IS STRANGE certainly took that approach; Max is the POV character, a smart, upright, mostly meek and non-rebellious person who just wants to pursue her art but is drawn back into the orbit of her prior best-friend Chloe, a fried drop-out, and calamity ensues, literally brewing a storm that entangles everyone.

Rewind a bit.

LIFE IS STRANGE: BEFORE THE STORM (BEFORE THE STORM from here on out) examines the other side of the coin by placing the focus on Chloe and how she (poorly) navigates life after Max moves from Arcadia Bay to Seattle with her family and — in more ways than one — writes Chloe out of her life for five years. In the meantime, Chloe — utterly floundering due to the sudden death of her father and the departure of her best friend — falls apart. She finds herself rudderless during a dark time at Blackwood Academy, Arcadia Bay’s school for gifted burgeoning artists and scientists.

Then Blackwood’s star student, a picture-perfect young woman named Rachel Amber, takes Chloe by her hand, saves her from a terribly shitty situation at a dirtbag club night, and everything changes; they become inseparable. They also get entangled in a lot of shit for, well, being out-spoken and for standing up for themselves, and if you’ve played the initial game you know where that gets them.

However, this game is about shining a spotlight on the time Chloe and Rachel had together, about them finding each other, trusting each other, and figuring out the world and what they want.

While you can play BEFORE THE STORM as straight, that’s not the Chloe I know; my Chloe is queer as hell and gives no shits, so that’s the tact I took, and the game doesn’t disappoint if you go down that route. It feels poignant in the way that few games do.

BEFORE THE STORM is far smaller-scale than the first game in more ways than one. It’s focused on characters and fleshing out the events that lead to the tragedy (or tragedies) of LIFE IS STRANGE. Chloe doesn’t have superpowers; she has barbed quips and a Sharpie. You just spend three episodes living through Chloe’s often-banal life.

Yet, it’s my favorite of the series. (At least, so far.) It’s not a love story per se, but it is a romance of sorts between two people who aren’t exactly good for each other, but they ultimately find themselves drawn to each other, then find the same frequency, and they ride that for as long as they can. Also, Chloe’s general trajectory is something I certainly relate to in many ways. (I was a real shitheel of a teen. Gave my parents a lot of grief. Lived a duplicitous life. Not that anyone asked, but we’re on better terms now.)

BEFORE THE STORM also features my favorite bonus episode — which has become a staple of the series — and rewinds even further back: LIFE IS STRANGE: FAREWELL. However, I’ll table that for tomorrow.

“Don’t be surprised if one day, I’m just out of here.”