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bananasareupsidedown · 4 months
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Life is Strange: Before the Storm Game Review (7.5 / 10)
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**SPOILER ALERT** (If you’d like to avoid spoilers, but still receive my input on the game, the Intro and Final Thoughts will always remain spoiler free.)
Intro:
I was recently speaking with a friend who described herself as “anti-video game.” When I asked her about it, she responded with the common belief that she found them a waste of time. In a market dominated by MOBAs and Battle Royales, I decided to make my case for video games from the narrative side of things, asking her if she had heard of (the original) Life is Strange game. She hadn’t, but immediately wanted to know why it was any different, why it wasn’t a waste of time, and how it changed / impacted me for the better.
I explained to her that Life is Strange reminded me of the great struggles each and every person faces. It shed light on the everyday ways, big and small, that I could help make burdens lighter for others. It reminded me that every choice in life matters, and not only did it show me ways to love, but it inspired me to love better, to cherish every beautiful moment, and to be grateful for every person whose life touches mine, or at the very least not to take their presence for granted. Needless to say, after our conversation, she was very interested in playing the game.
This power to change me is what made the first Life is Strange so great, and additionally what made me so eager jump into the 2017 prequel series, Life is Strange: Before the Storm. However, from its early stages, developer Deck Nine made it clear that Before the Storm would be a different game, and after playing it, I found that indeed it was. In some ways it surprised and thrilled me, and in other ways it returned to that same nostalgia I missed from the original game. There were, of course, also some elements of the game I would have done differently. I’ll give my thoughts on the game below, focusing mostly on its narrative elements, and as always leave a summarized TLDR (spoiler free!) version in the Final Thoughts section. Thanks for giving me a read, and here’s to making and playing the best games possible!
What Worked:
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Effectively chronicles the evolution of Chloe. Before the Storm (BTS) takes the player through key events of Chloe’s past, which made her into the familiar blue haired punk from the original Life is Strange (LIS 1). It explores flashbacks and dream sequences of her father’s death and Max’s departure, all while showcasing other significant moments of Chloe’s formation: David’s moving in, her expulsion from Blackwell, and, of course, the relationship with Rachel Amber, powerful enough to break her by its ending. Every step along the way of Chloe’s path seems appropriate and motivated, and it’s fascinating to witness the moments that make Chloe who she is when you meet her in LIS 1. It’s well done, and something I really enjoyed.
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Equally satisfying paths of friendship and romance. Just like in the original game, BTS unapologetically allows the relationship between its strong female protagonists to take a romantic turn. However, in an even braver move, the game also allows the player to have them remain friends, sending the story down a path no less developed or fulfilling. In a world where saying "we're just friends" is a strategy for rejecting unwanted lovers and the friend zone is something to be dreaded (speaking from personal experience are we?), this series continues to advocate for emotional intimacy in friendships, inspiring us to go deeper, love better and in a more supportive way, reminding us how life-giving (and often under appreciated) our friendships can be. This was a thematic thread I was hoping to see expanded upon from the LIS I, and once again, Deck Nine didn't disappoint.
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Beautifully interwoven symbols & motifs. Pay close attention to anything related to ravens, fire, eyes, or lying. These all start small, but build powerfully and are visited throughout, tying the story together. The game also revisits images from LIS 1: the doe, storm, totem pole, squirrels, etc. drawing parallels between the games through these symbols (Chloe’s raven to Max’s doe - the storm to the wildfire). And while Max left her mark on the world through her photography, Chloe prefers a more literal approach. Her graffiti pen tags (along with her outfit selections) allow the player to further interact with these symbols, in addition to making fun collectibles to hunt down. It was really neat to notice these little details which the writers and designers crafted with care, and it definitely added to the impact of the story.
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A nostalgic return to Arcadia Bay. The contrast of new adventures unfolding in familiar locations was a really neat element of the prequel series. The game provides the player with plenty of moments to simply take in their surroundings alongside a killer soundtrack (more on that later), and I definitely took advantage of it, especially in Chloe’s room, Frank’s RV, the junkyard, and all over Blackwell. It was so evocative just to see these places again, and interesting to get Chloe’s reflections on them. Like Chloe, these places also evolve as her backstory plays out (e.g. junkyard hangout room, Chloe’s truck) providing the player with a deeper understanding of the LIS 1 world’s origins.
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The soundtrack. Deck Nine placed their game’s music in different hands than Dontnod, but ones no less apt. Daughter did an amazing job creating haunting, emotional, nostalgic, atmospheric songs to accompany Chloe’s journey, both diegetic (like Skip’s song) and not. The game also features other singles like Speedy Ortiz’s “No Below,” which perfectly capture what Chloe’s going through at this point in her life. It’s a soundtrack I simply had to purchase after playing through the game, and when I’m out and about and the songs come up on shuffle, I’m immediately taken back. I almost start expecting to see objects highlighted in white as I look at them.
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Morally and philosophically thought provoking themes. Of course, like LIS 1, the game explores friendship, love, care, and trust, but overall, the central question the game asks is: Is it better to protect someone you love with a lie, or honor them with the truth? Whether or not lying, or concealing the truth, is always wrong is a very interesting question, and it’s one I’ve thought a lot about (I’m actually working on a theology essay about it - but that’s another blog). And, while it’s a question other games have explored (I’m looking at you, The Last of Us) the game provides a unique take on the question by having the player answer it with his/her final choice, ending the game with a more philosophical but significantly less dramatic choice than LIS 1, but nonetheless thought provoking in its own right.
What Got in the Way:
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Chloe resists player shaping too much, much more than Max. With Max, I felt like her power of time control was in my hands. I could wield it for mischief, exact my justice as judge, jury, and executioner, or show mercy and love. Also, this power combined with the game’s mechanic of allowing you to restart from any point in the story made it easier to play Max right, ensuring that her story played out the way you wanted it to. Naturally, without Max’s time powers, Chloe’s decisions weigh more and are harder to undo. While this choice was intentional on behalf of the studio, rather than teaching me something about Chloe or life, I just wound up Googling the results of the choices more often or regretting not doing so as I’m smashing buttons, desperately trying to skip cut-scenes after loading a previous save. Basically, reversing your choices is way too tedious. Before you make a choice, get ready to live with it.
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Too many unconnected dots between BTS and the original game. While BTS uncovers much of LIS 1’s backstory, it still leaves many questions unanswered. For example, what kind of relationship did Rachel have with Frank? Or, how did Rachel first become involved with Nathan’s photography experiment gone-wrong? These were things I was expecting to understand before the game’s end, and I was surprised to see the credits roll first. If it were up to me, I would have gone through all of that and ended the game just after the start of LIS 1, when Chloe reunites with Max.
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Humanizes the villains until there’s no one left to hate. Almost. At one point or another in the game, Chloe comes up against Drew, David, Principal Wells, Nathan, Mr. Prescott, Mr. Amber, Sheldon, and Damon as adversaries. With the exception of Damon, who is this game’s Mr. Jefferson (the creepy bad guy who’s evil to be evil) the game attempts to generate sympathy for nearly every antagonist. For example, Drew’s only a mean drug dealer because he’s trying to financially support his little brother and dad. David really cares about Chloe and Joyce, but he lost his best friend in the army. Wells is just trying to protect the school, Nathan was bullied into his perversions, Mr. Prescott loves Rachel too much and is trying to protect her, etc. Sheldon’s genuinely a creep but if you give him what he deserves and tell Damon he’s a snitch, you have to read his desperate texts begging for Mercy. 
I actually think the game did a great job humanizing certain characters (David, Drew, Mr. Amber), but I think it was confusing to try to arouse sympathy in the player for Nathan, for example, before his commits his terrible crime. What really put me over the edge was finding a letter in the hospital from Nathan’s dad where he offers to anonymously cover Mikey’s hospital costs. We see him bullying his son, he’s supposed to be the reason Nathan turns to his evil ways, and yet we’re supposed to believe deep down he’s really a good guy? 
I get the point. Real people aren’t black and white, good and evil, it’s always more complicated than that. Still, I would draw a distinction between understanding why someone is evil and actually feeling bad for them, and instead of cheapening his power as a threat, I would have left Mr. Prescott among the Darth Sidiouses of Before the Storm.
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Initially jarring change of voice actors. It just so happens that I began playing Guerrilla Games’ Horizon: Zero Dawn as I started BTS, so I felt like Chloe pulled a Scooby-Doo: The Movie and transported her soul into Aloy’s body, (Ashly Burch voices Chloe in the original game and the protagonist of Horizon: Zero Dawn - quite excellently, in fact) but the change in voice actors shook me up at first. Though it seems like Deck Nine made an effort to get most of the original voice actors, you’ll notice the new voices for David and Chloe. This seems to be the result of a SAG-AFTRA strike, so it wasn’t really under anyone’s control, but still, it would have been nice to have the same actor for the game’s main character. Took me about an episode to get over it and used to it.
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Ends on a sour note. Chloe’s relationship with Rachel made Before the Storm one of the most beautiful stories I’d experienced, and it almost ends on a nostalgic note, panning through photographs that capture their memories together. Instead, the game ends in that infamous dark room where Rachel is drugged and photographed before her murder, with Chloe’s missed calls blowing up her phone. This immediately ripped me from the warm, reflective feeling I experienced over Chloe and Rachel and instead brought back the rage and disgust I had for Nathan and Mr. Jefferson. Whether by ending the game when Chloe meets Max (as I’ve suggested earlier), or ending it on Chloe’s last moments with Rachel, maybe even allowing them to exchange some touching (final - as the player knows it) words, I would’ve ended the game in the mood it so effectively created where I felt both sad to let Rachel go, and grateful for the mark she made on Chloe. Ending it on that final scene seemed like a missed opportunity.
Final Thoughts: (Rating: 7.5/10)
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For players who’ve never experienced Life is Strange before, I’d recommend starting with the original series. For those who enjoyed the game, Before the Storm is a definite should-play. It’s worth it for the return to Arcadia Bay’s landscapes and characters alone, but you’ll also discover what Blackwell looked like before Max, who the mysterious Rachel Amber really was, why nearly everyone adored her, and what transformed Chloe from Max’s pirate-obsessed childhood best friend into the blue-haired girl waving a gun around in the girl’s bathroom. However, if you’re expecting it to be too much like the first game, you may be disappointed. To get the most out of it, I’d recommend trying to step into Chloe’s shoes and playing the character as true to herself as possible, rather than trying to shape her choices according to your own preferences. Allow yourself to act impulsively, make mistakes, and brace for the consequences. Undoing Chloe’s actions proves a lot more tedious than those of the time-traveling Max, so try to do it right the first time. Oh, and don’t expect too many answers. You’ll get plenty of great ones, but just like the native spirits of the raven and doe, they have to leave some mysteries unsolved. In the words of Rachel Amber, “life needs a little mystery,”  and after all, it’s mystery that makes life strange. 
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