Skip to main content

Life Ended Rather Strangely

Last post I dove into the first three episodes of Life is Strange, and explained what I liked and disliked about the those episodes. I have now finished the game, and I am happy to say that the ending was about as good as I expected. I was neither underwhelmed nor overwhelmed with the conclusion of the game, which was an unexpected surprise because games with complex plots and lots of twists in turns typically end in cliche fashion. I believe this ending was superior to those games because you were forced to make one final decision that would either kill the person you sought to save throughout the game, or allow Arcadia Bay to be demolished by a massive tornado. Regardless of the choice you make, there will be that little bit of guilt in the back of your mind. I was happy to save my best friend Chloe because every time you screw with time, it's to help Chloe or to keep Chloe alive. To kill her at the conclusion of the game would make the entire game seem pointless, and everything you did would be rendered completely pointless. Additionally, Arcadia Bay sucks. The only people I was worried about dying were Joyce, David, Warren, and Kate. I figured that there is a potential for them to survive, but going back meant killing Chloe guaranteed, which was not worth it.

After the conclusion of the game, I thought about different aspects that made the game successful, and there was a main mechanic throughout the game that stood out in contributing to its success and that was the choice process. The main reason I wanted to mention this mechanic is because each decision actually did matter, and the game's plot was progressed through this mechanic. In other choice based games, the decisions throughout the game have no baring on the final conclusion. Life is Strange does a good job incorporating all your decisions in the final episode. One main example of this was during the nightmare situation, where everyone you speak with mentions something about the decisions you made regarding them; Kate asked me why I talked her down from the ledge, and Alyssa says I shouldn't have helped her all those times that I did. The flow of those past decisions coming out in this final episode displayed the success of that mechanic. The decision making mechanic made the game feel more realistic and relatable because people don't forget the way you treat them, and in a nightmare scenario, those decisions may come back to haunt someone, like in Max's case.

Even though I enjoyed the game for the most part, there were some things that I found to be a bit annoying or that I disliked. The main situation about the final episode that irked me was the when you get kidnapped by the photography professor, Jefferson, who turned out to be the main bad guy throughout, and keep going back in time through the pictures. Max explains to Chloe that when she goes back in time through a picture, she wakes up and does not remember, but for some reason during the sequences with Jefferson she appeared to have remembered. Additionally, I did not like Max's ignorance during these Jefferson sequences. You are in San Francisco and the Tornado hits Arcadia Bay, so you return to make sure you are not in San Francisco by ripping up your picture you entered into the contest. But just before this sequence you figured out that handing in that picture is what lead to Jefferson being caught, so why on earth would Max be ignorant and think that ripping the photo would be the right choice? To me that decision seemed a bit too erroneous for how the rest of the game was.

Life is Strange was a quite successful game even though there were some unlikable characteristics. The ending was Strange, as Life is in this game but nothing to crazy. For those who may enjoy games for their story, or for people who may just like to be entertained without complex controls, I would recommend Life is Strange. My next post will be discussing some peer's blogs. Talk soon.

Comments

Popular posts from this blog

God of War: Breaking Barriers with the Thematic Use of Fatherhood

Traditionally, video games are an unexpected medium to find an empathetic handling of issues, but throughout consistent growth, video games have advanced in their abilities to tell a story, develop characters, evoke emotion, and thematically represent real issues. God of War, 2018 Game of the Year, is among the most accomplished video games because of the game’s successful depiction of the complexities surrounding fatherhood. Specifically, God of War follows Kratos’s journey of caring for his son Atreus after his wife Feye passes away. Kratos finds himself within the nine realms of Norse mythology, seeking to disperse Feye’s ashes atop the highest point of the nine realms, all while caring for his son. On their journey, Kratos must endure the stress of keeping them alive, fathering Atreus, and fulfilling Feye’s request; Odin, the All-father of Nordic gods, senses something unique about Kratos and Atreus and aims to upend them with whatever means necessary. While God of War is a master...

Columbia: The Immersive World of Bioshock Infinite

Recently I began playing the third installment in the Bioshock trilogy, Bioshock Infinite. I am about half-way through the game and there is quite a few aspects I want to touch on that have stood out to me. Bioshock Infinite has continued what the first Bioshock introduced, which a beautiful, immersive world that is one of the central focuses of the game. A second mechanic is the use of similar gameplay and tropes as the original Bioshock. Thirdly, a mechanic that stood out to me is the character development that is more noticeable than the original Bioshock. The first aspect I am diving into is the emphasis on world and setting. Bioshock Infinite does exactly what Bioshock does, which is make the story-line take place in a uniquely located city that was developed by a man trying to create his own society; Comstock, the main antagonist in Infinite, created Columbia, and Andrew Ryan created Rapture in Bioshock. In Infinite, Comstock built Columbia, which is a religious-based city tha...

Is Using Cut-Scenes Lazy? Maybe, Maybe Not

A common element of successful video games is the use of cut-scenes, which are cinematic sequences that progress with story without playable elements. There is a question of whether games need these cut-scenes, and if they do, when is the line drawn on the amount they are used. All over youtube there are videos of all the cut-scenes of video games compiled together, without any of the gameplay in between. One specifically that seemed intriguing was of the immensely popular Gears of War. After watch the Gears of War video, which was a decent amount of cut scene footage, I realized that the cut-scenes are there to aid in completing the story, and that they are not there to tell an entire story themselves. Without the game-play between the cut-scenes, everything going on was confusing and certain events transpired without the view really knowing because the only action of certain situations was via gameplay not cut scenes. One major idea to consider is whether you'd care as much ...