“Life is Strange” is primarily aimed at players who enjoy story-driven games with a focus on character development and moral choices. It appeals to a younger demographic that values narrative depth and emotional engagement in video games. “Life is strange” is created by Dontnod Entertainment and available on PlayStation, Xbox and PC for play.
“Life is Strange” represents a significant stride towards integrating feminist perspectives within video gaming, by portraying complex female protagonists and emphasizing themes such as choice, consequence, and the intricacies of female friendship. However, playing the game through a feminist lens reveals both its successes in pushing genre boundaries and areas where it could further embrace feminist theories.
“Life is Strange” centers around Max Caulfield, a teenage girl who discovers she has the ability to rewind time. This mechanic not only drives the game’s narrative but also deeply influences the player’s interaction with the game world, allowing them to explore different outcomes of their choices. Feminist theory often emphasizes the importance of agency and the ability to shape one’s narrative, which aligns well with the game’s mechanics. Compared to traditional adventure games that often feature male protagonists in action-centric roles, “Life is Strange” focuses on the emotional landscapes and personal growth of its female leads. Unlike characters like Lara Croft from “Tomb Raider,” who is often depicted in physically demanding scenarios, Max’s journey is more about emotional resilience and decision-making, which challenges traditional notions of femininity in video games. While the game does well to portray a strong female friendship and explores serious themes like mental health and identity, it could improve by incorporating more diverse representations of femininity and queerness. The game predominantly reflects the experiences of white, straight females. Expanding the narrative to include more diverse characters with varied backgrounds could make the game’s feminist perspective more inclusive and intersectional.
Drawing from Shira Chess’s “Play like a Feminist,” “Life is Strange” employs what could be described as enacting stories and embedded narratives. The game’s environment and the player’s interactions within it evoke emotional responses that are deeply personal and reflective of the player’s values. However, by incorporating more elements of intersectional feminism—acknowledging how different aspects of social discrimination overlap—the game could offer a richer, more varied exploration of identities and experiences.
Playing through Episode 2, where Kate Marsh’s storyline unfolds, was a particularly poignant experience. The way the game handled Kate’s struggles with bullying and depression spoke to the potential of video games to tackle heavy, real-world issues. However, as a player, I felt that the game sometimes simplified complex issues into binary choices. This moment made me reflect on how games could develop mechanisms that allow for more nuanced decisions and outcomes, which would enhance the storytelling from a feminist perspective.
In conclusion, “Life is Strange” is a pioneering game in its feminist portrayal of a teenage girl’s life and the choices she faces. By focusing on narrative depth and emotional connectivity, it offers a fresh perspective within its genre. However, by broadening its scope to include more diverse and complex portrayals of gender and identity, the game could better fulfill feminist ideals and offer a more universally resonant experience. As players and developers, embracing these perspectives can lead to richer, more meaningful game experiences.