Critical Play: Mysteries

For this week, I played Chapter 1 of Life is Strange 2 on MacOS. Life is Strange 2 is an episodic adventure game developed by Dontnod Entertainment and published by Square Enix for PC, PS4, Xbox, and Nintendo Switch. Life is Strange 2 is geared more towards a mature audience, rated M, with multiple references to sex, drugs, stealing, and other questionably moral acts throughout the entirety of Chapter 1. 

In Life is Strange 2, you play as Sean Diaz and walk through different environments and interact with items to progress the story. However, unlike walking simulators, the main mechanic of Life is Strange 2 is the decisions that you choose for Sean to make. The decisions you choose affect the story both immediately (causing different interactions with characters) and in the long-term (different choices will lead to different endings in Chapter 5). 

Narrative is woven into the mystery of Life is Strange 2 by presenting several different choices and having differing outcomes that come from your choices. At the same time, you are presented with different choices based on both your spatial location in the game and your past choices.

When you make choices, you are making choices which directly affect the narrative. Player decisions can be categorized into minor choices and major choices. When players interact with minor choices, the other character(s) will often respond accordingly with the choice. For example, when asked by your dad about what you are going to use the money for, if you lie, you get $20, but if you tell him the truth, you get $40. The game also makes it very clear that your choice decides the outcome since the dad mentions you telling the truth as the reason why he gives you more money. 

 

In response to the dad asking what Sean is going to use the money for

For major choices, these choices have long lasting consequences and are also accompanied by the screen splitting into two or more parts and time freezing. These choices matter since these are integral to deciding how the story of Life is Strange 2 ends, the central mystery of the player and the characters. One example is when you are split between choosing to leave the gas station or steal the camping supplies. If you choose to steal the camping supplies, then Daniel will steal a toy in the final arc of Chapter 1. I also read that choices, such as this one, also have a direct effect on how Daniel will act in the later chapters and ultimately decide the ending of the game. 

Major choice between stealing camping gear OR leaving the gas station

Despite having choices, the narrative of Life is Strange 2 is mostly linear with some small side quests. There are predetermined events that will always happen: setting up camp in the forest, getting kidnapped at the gas station, etc. as well as optional events such as a rock skipping game that I missed on my first play through at the forest camp. Due to the structure of the narrative and necessity to hit the necessary story events, the setting does largely control the story.

In regards to how the story is separated, I would also argue that Life is Strange 2 Chapter 1 has four arcs: the prologue, the forest trail, the gas station, and the motel. The game also includes animated cutscenes between each arc to signify that the story is progressing to the next part. In addition to being different spaces with different items and choices to make, I would also suggest that the player’s mindset is also affected by the space (setting of the gameplay). In the prologue, I found myself choosing selfish options, such as taking the chocolate bar for myself and stealing from the shared money jar at the Diaz home. However, after the story progressed past the prologue and the realization that Sean and Daniel had to survive alone, I found myself playing more conservatively and honestly. When given the choice to beg or steal, I didn’t take those actions and instead acted in a strictly positive and righteous manner. It might be because I wanted to make sure that Daniel was learning the right lesson and not the wrong lessons. 

Cutscene of the Neighborhood with Sean and a Friend vs. Cutscene of Sean and Daniel fleeing through the forest

I think a major reason for this shift in play style is the realization of the shift in space. In the prologue, the game takes place in a suburban neighborhood. There are houses, friends, family, all support systems which I could fall back on if I (Sean) got into any trouble. However, after fleeing to the forest, there are no houses and hardly any people at all. The setting of the game took away all of the support systems that used to be there. By making this stark contrast in the physical environment of the game, the designers really nail the feeling that you, and only you, are responsible for both your actions and how Daniel acts. 

 

Note: Some images were taken from: Life Is Strange 2 Episode 1 Roads No Commentary Walkthrough since I didn’t want to replay Chapter 1 for more images

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