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.”
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.”
This game contains depictions of abduction, abuse, familial death and suicide. To prevent spoilers, I side-step mentioning most of those details, but not all.
LIFE IS STRANGE is an interactive narrative-forward videogame from French developer DONTNOD (now known as Don’t Nod). The game will be eight years old around the time of publishing this post. In other words, a tad more than a full teenage generation, which is fitting for a work that focuses so much on the time between being a youth and being considered an adult. It’s a game that zeroes in on how every choice — and the results of your choices — feel amplified, how the choices ripple through your life, and how you may learn to regret or embrace it. It’s also a game about highlighting traumatic incidents you’ve lived through and whether you are willing to confront them or push them aside. Often, the choice is up to you, but also intractable.
LIFE IS STRANGE takes place in the sleepy town of Arcadia Bay, Oregon, a fictional burg that was once fine waters for fisherman, at least before an old-money family by the name of the Prescotts strip-mined the area. While doing so, they buy out the long-standing local elite school for gifted artists and scientists: Blackwell Academy. (It’s worth noting that Blackwell is a rather loaded name, given Shirley Jackson’s WE HAVE ALWAYS LIVED IN THE CASTLE.)
You play as Maxine Caulfield, an aspiring photographer who goes by the shorthand ‘Max’. Max previously lived in Arcadia Bay, spending most of her free time with best friend and science nerd Chloe Price, at least until Max’s family moved to Seattle when Max was was an early teen. Unfortunately, right around the same day Max moved to Seattle, Chloe’s father died in a car accident.
Max attended the funeral, left town, and never contacted Chloe the entire time she lived near the spire.
Five years later, Max is back in Arcadia Bay to attend classes at Blackwell taught by her favorite living photographer: Mark Jefferson. In the meantime, Chloe has dropped out of Blackwell, having become a quintessential burnout punk — all dyed hair and anger issues — but is also desperately in search for one Rachel Amber, a gregarious all-star Blackwell student, and the person that helped prop Chloe up after Max had left. Rachel has been missing for six months and, while her family and police assume she’s just jaunted off to Los Angeles to act or model, Chloe knows better, and plasters the town with MISSING flyers.
Inexplicably, Max becomes imbued with the ability to rewind time, which allows her to save her prior best friend from being shot in a Blackwell bathroom — despite not even recognizing Chloe, thanks to five years of passage, as well as her newly shorn and cyan-colored hair.
Matters escalate in a very neo-noir/VERONICA MARS sort of way that includes all sorts of teen high school drama, drugs, men taking terrible advantage of their positions and power, you have a number of romance options and oh, Arcadia Bay might be totalled by an F6 tornado that only Max can foresee, and very few folks believe her.
In other words, this is perfect teenage fodder: small decisions result in huge consequences, emotions are perpetually heightened, your protagonist is gifted and has superpowers, and everyone is thirsty.
While LIFE IS STRANGE is an interactive narrative work, it manages its gameplay elements better than similar story-first games: the time-rewind feature is perfectly honed for a game where the result of choices ripple, and the interface for newly discovered dialogue branches is far better than anything BioWare has come up with. The visual design is artfully simple while also being striking with its colorful hues and stylized environments — especially notable is how it portrays Oregon, all lush leaves and wind streaked. While it’s not my home state of Vermont, it evokes that same rustic, rural feeling.
However, the real appeal here is in the character work: Max is a shy, restrained nerd and surrounded herself by similar folks. Chloe is a problem in search of a solution, a frustrated youth who lashes out unpredictably and still lives with her mother who works at the local diner. When Max and Chloe reunite, the game crystalizes; if you were lucky enough to have a best-friend as a teen, especially if you two were weirdo misfits, this game will almost certainly hit amazingly close-to-home. If you weren’t, it’s such an earnest and honest and emotional depiction that you’ll still feel their bond, their strife, their push-and-pull.
I know a lot of folks feel like the game cribs from TWIN PEAKS. It’s literally spelled out on Chloe’s license plate, and it mimics a lot of the ‘small town with secrets’ vibe. However — thematically — I don’t feel it, even though it does indulge in abused/dead girl tropes. The game is about survival and confronting circumstances, as opposed to innocence lost, unheard pain and senseless death. Does it dovetail with TWIN PEAKS? Yes. But no one here is actually Laura Palmer, the crux of a town.
I first played LIFE IS STRANGE way back in 2015, as the episodes were slowly doled out. As such, I forgot a lot over time, but certain scenes you do not forget. To be blunt: the ending? Spoiler alert: there is no good ending, although you’re still forced to choose one.
It’s rare that I replay games. I often say it’s a time thing, but more often than not it’s about retaining my initial experience of the game, how I felt about the characters and environments and conflicts and obstacles and victories. Also, most videogames are narratively linear, even if they pretend they aren’t, and most videogame stories suck. Sure, you occasionally have a SILENT HILL 2 that upends everything, but more often than not, it’s just banal. And that’s fine and I find fun in it!
I did replay LIFE IS STRANGE a few weeks ago. (I’ll note that I haven’t played the remastered version.) The entire game came back to me as I advanced chapter-by-chapter, not unlike how memories would unfold for Max. I remembered the choices I made. I remembered the choices I wish I hadn’t been forced to make.
I made a few different choices this time around, but mostly skewed to trying to be a good friend like I did the first time. This time around, I did kiss Chloe, but then felt bad because they’re really only always going to be friends and Max — well, my Max — is pretty straight and it just felt weird and awkward, and the game plays it out that way. This isn’t a story about queer awakening — it’s a story about friendship.
However: that’s exactly why this game, this series exists: it recreates the awkwardness of becoming an young adult, and the culmination of everything and everyone that influences it, as well as everyone who supports — or exploits — you along the way.
Emotionally, it is a lot, and in more than a few ways I don’t love how the game ladles on momentous decisions as it didn’t need to push so hard. However, upon replaying, I slowly and sadly came to realize that this one game is firmly focused on reconciling losing close friendships and ties.
It’s a game I wish I had as a teen, but I’m so happy that it exists now, and so ecstatic to see what it inspires in the generations to come.
Welcome to LIFE IS STRANGE week. If you aren’t familiar with the DONTNOD videogame series, they’re choice-based narrative games where the decisions you make matter more than they ever did in your MASS EFFECTs, and they’re all centered around the traumas endured while navigating one’s tumultuous teen years.
It is worth noting that all of these games deal rather frankly with a range of unsavory and traumatic actions and conditions, such as abduction, abuse, familial death, suicidal thoughts, and more. I’ll be assigning content warnings to each post but, if you’re sensitive to such matters — believe me, I am and I probably shouldn’t even be replaying these games right now — you may want to skip these entries.
If you want a primer, I’ve created a YouTube playlist:
The first post will be for LIFE IS STRANGE (2015) on Feb 20th! In the meantime, you can take bets on which is my fav.
UPDATE
Since the week is over, here’s a list of each post!
(PC/PS4/PS5/Xbox One) With first-person games, your initial focus is almost always immediately pulled to the protagonist’s hands. If you’re lucky, you’ll see some kind of expressive movement, but normally it’s just two fists, slightly heaving up-and-down, the right hand often brandishing a gun. DOOM and METROID PRIME are some of the rare exceptions — DOOM guy’s avatar acting as a cocky health gauge and METROID PRIME reflecting Samus’ face in her visor from time to time. It’s worth noting that both protagonists are known for their silence.
BLACKWOOD CROSSING opens by drawing your attention to two small hands with chipped black fingernail polish and no gun, and that’s how you build character without saying a thing. Immediately, you know you’re playing as a young, plucky, punkish and self-motivated orphaned girl looking after her little brother.
BLACKWOOD CROSSING is ostensibly a first-person adventure game, which is to say it mostly consists of exploration with some light puzzles. It’s narrative-forward and heavily imbued with magical realism — it’s a story about a brother and sister and loss and trauma and coping. It’s an affective tale, one that doesn’t overplay its hand and perfect for playing on a lazy day if you’re longing for something a bit more engaging than an arty film.
I’ll note that it’s not a perfect game; hotspots are maddeningly finicky and some of the clues are frustratingly opaque — and I did encounter one game-breaking bug — but the journey is worth the pits and stops you may encounter along the way.
Postscript
It’s also worth nothing that BLACKWOOD CROSSING leans on two tropes that I find exceptionally overused in video games: ALICE IN WONDERLAND riffs and butterfly imagery. However, in this case, they’re handled with a deft touch, as opposed to ‘look how clever I am’.
Lastly, I can’t help but think that this riffs on Shirley Jackson, whose novel WE HAVE ALWAYS LIVED IN THE CASTLE is also about orphans also housed under the name Blackwood.
(PS3/PS4/PS5) I figured I’d chime in about THE LAST OF US, since the HBO adaptation appears to be receiving rave reviews and premieres on Sunday and obviously I’m going to watch it solely for Bella Ramsay and Melanie Lynskey. Personally, I found the first game to be singularly unpleasant miseryporn and I never bothered with the sequel. However! LEFT BEHIND — the DLC for the first game that received a separate stand-alone release — is absolutely worth your time. It’s far more intimate — a story of best friends at a crossroads and queer awakening and finding joy in a world that’s gone to shit.
That said, as you might be able to tell, it does commit a cardinal sin of queer storytelling:
Spoiler
It buries its gays.
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Sure, it’s almost a decade old, but it was a well-worn trope even back then, and penned and directed by dudes that really should have known better.
Nonetheless, if you’re going to dip your toes into this interactive world, I’d start here. It’s a bite-sized effort that only takes a handful of hours to complete and doesn’t require much in the way of stealth or combat. It feels lived in and genuine in a way that I never felt the original game did.
(PC/macOS/PS4/PS5/Switch/Xboxes) AFTERPARTY is another narrative-forward videogame from OXENFREE developers Night School Games. Unlike OXENFREE, a deft interactive teen horror adventure, AFTERPARTY focuses on two platonic 20-something best friends — Milo (Khoi Dao) and Lola (Janina Gavankar) — just about to graduate from college.
Then they die and go to Hell and, in order to escape they need not only outdrink Satan, but also come to terms with each other, their past, and their future.
What follows is an extremely visually striking and darkly comedic game, perhaps containing some of the filthiest, well-crafted jokes I’ve ever encountered in a game. AFTERPARTY is also brilliant with its character work — not just its honest and complicated portrayal of a platonic friendship between a man and a woman — but also with its ancillary characters, including psychopomp ferrier Sam (HORIZON: ZERO DAWN’s Ashly Burch) whose life/death is both over-shared and enigmatic at the same time.
It is worth noting that, while OXENFREE featured some intriguing interface tools apart from dialogue trees, AFTERPARTY’s non-dialogue interactivity is reduced to a number of routine mini-games. While thematically that makes sense — beer pong and rhythm mini-games make perfect sense for the material — they often feel like they emptily get in the way of what you’d rather be doing: advancing the story and learning more about the characters.
Nonetheless, it’s perfect for playing over the Halloween weekend with a friend. AFTERPARTY doesn’t overstay its welcome, and while it actually takes place in Hell, it’s more emotionally substantive than scarring.
(PC/PS4/PS5/Switch/Xbox One) Yesterday it was just announced that OBSERVATION developer No Code has quietly been working on a SILENT HILL game entitled SILENT HILL: TOWNFALL and, based on their prior psychological horror game STORIES UNTOLD, I’m delighted by the news and can’t wait to play it.
STORIES UNTOLD started off as a one-off short horror game called THE HOUSE ABANDON that took place in one room, in front of an old-school 80s computer where you’d interact with a text adventure (although the player does so via a LucasArt-ish SCUMM interface — in other words: a visually selectable number of verbs and nouns — instead of having to manually type commands in). It then grew to be a collection of four self-described episodes, all four (mostly) utilizing the similar single room tableau, but also incorporates interactive puzzles that somehow don’t feel contrived or shoehorned into the setting, as well as some ‘walking simulator’ elements. (I do hate that term, but it’s concise.)
This game will not be for everyone. No Code loves to focus on interfaces. Unlike OBSERVATION, which you played primarily through future-ish surveillance and digital interfaces, STORIES UNTOLD features different ones for each episode: one being the previously mentioned text adventure, another heavily relying on a microfiche reader, and another leaning hard on analog buttons and dials. It’s all supremely inventive, although I would suggest that if you can do so, play it on PC — there is a macOS version but it won’t work with Catalina or above — as the PS4 port I played was occasionally very frustrating and fiddly: the text is often too small if you’re playing in a living room and one chapter — which initially required keyboard input — is downright frustrating thanks to the reduced ‘selective’ input interface required by a controller-first sensibility.
Narratively, the game is a scarring treasure. I don’t want to go into any detail, mostly because trying to describe its delights might rob you of some of them but, while it does utilize a lot of standard psychological horror tropes, the execution and tone make them feel fresh and well-integrated with some of the more higher concept story choices.
Additionally, thanks to No Code’s resourceful reliance on environments instead of character models, it’s a visually striking game, one that knows its limitations but uses them as strengths.
It’s a thinking person’s psychological horror game, one that leans on the past while creating something completely original. Based on STORIES UNTOLD, I can’t help but believe that their iteration on SILENT HILL will be the most interesting and compelling and original one in some time.
(PC/PS4/PS5) From The Chinese Room and Dan Pinchback, the developer of DEAR ESTER — which can probably lay claim to being one of the most popular ‘walking simulators’ — came this extraordinarily fascinating and exceedingly measured look at an apocalyptic scientific event in a small English town.
It’s all there in the name: EVERYBODY’S GONE TO THE RAPTURE. Scientific forces are toyed with, and an entire town’s inhabitants disappear. ‘You’ discover their memories and piece together the event that unfolded.
Some might not label this as horror as it’s quite bloodless — in fact, if you didn’t know the context of why you’re there, it might feel quite quaint and cozy to explore this verdant Shropshire locale — but you do know why you’re there, and you know peoples lives have disappeared, and they are not coming back. Despite being entirely different tonally, it reminds me a bit of Carpenter’s PRINCE OF DARKNESS: the result of unbridled science.
I’d be remiss not to mention Jessica Curry’s orchestral score, as it’s expertly composed and woven into the work; it’s perfectly melancholy with its swell of strings and ethereal vocals, and is often what I think of first when I think of this game.
My gaming comfort food during the pandemic — stupidly, I’m literally someone known for writing about comfort food games — have been open-world games; almost exclusively ASSASSIN’S CREED games. Their doling of bite-sized, mostly frictionless, quests have been a balm while trapped inside.
It’s been a while since I’ve played HORIZON: ZERO DAWN, but I recall it as being a rather concise, smaller open-world game, one that doubled-down on plot and character rather than scenery and scale, and I greatly appreciated it for that.
HORIZON: FORBIDDEN DAWN is the polar opposite: it’s absolutely overwhelming and mind-bogglingly grandiose. When I think of the hours spent to make this, I feel a bit sick. While I think it could have reeled in its scope, I did find it notable in a number of other ways.
UNRULY HAIR
Aloy is one of the most fascinating triple-A leading videogame characters of recent times. A clone of one of the most influential scientific women of the game’s fictional history, she steps up and fills her shoes, although she does so while also being petulant and impulsive, all while still missing her ‘mother’ (her search for her was arguably the focal point of her introductory game, HORIZON: ZERO DAWN).
She also has some of the most dynamic, radiant red hair in videogames. Hair is a touchy subject when it comes to tech, as it’s often a point of programmatic pride, rarely born of character motivation. While it’s a film and not a videogame, look no further than Pixar’s BRAVE for a quintessential example, which was explicitly created as a way for them to show off their hair rendering tech (and similarly features a vibrant redhead).
As someone who has had long, wavy hair for far longer than I have not, and as someone who often thinks about hair and identity and representation, seeing anyone with unruly hair (or as Guerrilla Games labels it: tousled hair) in media has become oddly strange to see, as production models for entertainment have skewed closer to generic hairstyles to maintain continuity and production costs. While Aloy’s hair isn’t exactly curly, it is remarkably distinct and, in real life, would require significant management, something most folks don’t often think about. Long hair moves, it gets in the way; it’s something you are always aware of. It’s either in your vision or in your mouth or getting caught on something or in somewhere, and how Aloy’s hair is animated — always in motion, always cascading around her — reflects that same sort of bodily self-awareness. Even if some folks seem to think the hair animation is a bug, I see it as a feature.
One of the most amazing things about HORIZON: FORBIDDEN WEST is that it’s all about women repairing the damage that men have wrought. Almost all of the men alive and dead are villains or sidekicks, and the game is more than fine with that, but never explicitly calls attention to it which, for a triple-A videogame meant for worldwide consumption, seems wild, which is a sad remark on the state of blockbuster videogames.
SHAPES AND SIZES
One other brilliant facet of HORIZON: FORBIDDEN WEST is its variety of character models. The world consists of people of all sorts of shapes, sizes, and hues; it’s not your standard post-apocalypse of wafer-thin white people, and the game doesn’t commit the standard narrative sin of playing someone’s girth for laughs or pratfalls. They’re just people trying to survive in a world that is constantly trying to kill them.
TALKING TO ONE’S SELF DURING THE END OF THE WORLD
HORIZON: FORBIDDEN WEST features an absolutely astounding and exhausting amount of dialogue. I can’t even begin to fathom the script, but it consists of reams and reams of lore, meant to flesh out the world that was sketched out in the first game. However, a good portion of the game features Aloy simply talking to herself. While most of that dialogue is meant to prod the player towards goals, quite a bit of it is purely observational. Aloy is depicted as a singularly individual person, one used to being alone, one used to supplying her own entertainment, of comforting herself in her own way because who else would? Who could?
A NEW MODERN
All of this culminates into a game that comes across as remarkably fresh, as opposed to the hoary male-led misery porn of most modern big budget games. HORIZON: FORBIDDEN WEST feels like a new frontier for gaming, at least with its command of characters and scenarios, even as it leans on the old model of open-world gaming, of FAR CRY-ish puzzle towers and checking off map-centric quests. It’s a world that one can luxuriate in and explore to your heart’s content, and not hate yourself for doing so.
P.S. One facet of the game that is missing is any semblance of sexuality whatsoever, so I’d like to boost this piece.
P.P.S. Even I as a very white, prior New Englander felt that a number of character designs and attributes were not what they could have been. I’m definitely not qualified to critique this game’s Orientalism, so I’ll leave this here.