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Life is Strange | Spoiler Thread

God, that was disappointing. I was entertained up to a certain point until the
terrible nightmare sequence, which brought the plot screeching to a halt and had some godawful puzzles in it. The game didn't recover from it for me, with the climatic Chloe/Max scene drowning in bad writing, cutscene direction and acting.

The ending itself was okay and felt thematically appropriate but
I guess it shouldn't be surprising that none of your choices end up mattering because everything was reset in the end. Kate died? Nope, she's alive. Frank died? Nope. And countless other choices you had to make.

Well if you actually see it from the perspective of all the other choices just being used for character drawing, which actually was the whole point -and it did an incredibly good job at that, probably better than any game ever-...
But yeah the nightmare sections weren't as intense as probably intended. Would probably been better to make them less gadgety stealthety and more storytellingy, to show how Max just can't deal with the time reversing anymore, if that makes sense?
Still GOTY material as a whole Project.
 
Yeah.....
the invalidation of every single choice (to the point of your choices literally not having changed anything at all, unlike ME3's green beam only opening up with effort) you've made up to that point at the ending puts a bad taste in my mouth.

I literally just spent 5 episodes 'saving' people, and continually 'seemingly' having it matter....only nope, it's Chloe or nothing.

I won't say it wasn't forecast right from the start, what with saving (or killing in episode 4) Chloe coming up repeatedly, but having a 'Butterfly effect' style opening in episode 1 to kinda-sorta-not really explain how Max got powers (it's all cyclical because she keeps time looping to try ans save Chloe, but the cycle had to start somewhere), and then tie that back into a 'the storm I just foresaw in a dream was me all along), just feels....lazy.

Having that dream sequence foreshadowed the entire nature of the choice, but between the diner scene and the 'frozen moments' with Chloe afterwards, it felt pretty damn heavy-handed. Nightmare sequence started out okay, but dragged on.

Dunno what I expected
(maybe somewhere along the line, having saved people resulting in a Chloe dies/rocks fall, everyone else dies binary ending),
but it would have been better than this.

To answer the comments re:
'how did she get back in the Dark Room' comments, its strongly implied that Max goes on Autopilot when she's traveling back to the point of 'equivalent' time in the timeline jumping.

Since she was on autopilot, she didn't expose Jefferson, and instead, he must have seen the ripped up photo, and gotten pissed.
 
Naw, you guys cray.

Nightmare was a triumph in game storytelling. Some seriously haunting shit.
 
I feel like when you have a big choice like that after a series of episodes/games, they should take choice away from the player and leave it up to how all of your choices made so far makes the choice for you. I feel like the binary element of it, all or nothing, sucks, and potentially goes against everything you've done so far in a series of events. It happened in Mass Effect 3, and happened here. The choice should've been made for me already. Because of how it is, it feels cheap and unsatisfactory.
 
Basically
her ripping up the photo = didn't enter the contest so nothing else changed. I still don't get how David found The Dark Room

Yeah, but she never entered the contest in the regular time line. The whole thing didn't make a lot of sense. From what I understood, she was supposed to go through the entire ordeal again, including getting caught, then go back through the classroom photo and inform David. The difference this time being she would not have a photo to submit, so she wouldn't win the contest and would still be in Arcadia Bay during the storm to help Chloe.
This is why I hate time travel stuff, makes my head hurt :)
 
I feel like when you have a big choice like that after a series of episodes/games, they should take choice away from the player and leave it up to how all of your choices made so far makes the choice for you. I feel like the binary element of it, all or nothing, sucks, and potentially goes against everything you've done so far in a series of events. It happened in Mass Effect 3, and happened here. The choice should've been made for me already. Because of how it is, it feels cheap and unsatisfactory.

Yeah. They should have done it like the Witcher 3. Leave you with no choice but let you know what choices led to the current outcome.
 
Finished it. Liked it overall. Hate the ending.
Game shouldnt give you a choice, it should have been based on your previous choices
 
I liked the nightmare sequence(never got stuck) but its structure makes zero sense in the context of the story/lore and it's really overloaded with all of the allusions to grander consequences that the game completely ignores. Ie ,
multiple Maxs.
 
Yeah. They should have done it like the Witcher 3. Leave you with no choice but let you know what choices led to the current outcome.

They kinda
started off with that, Jefferson telling me how because of me blaming Nathan that he'd get away with it. But nothing else really came of it. At one point I thought the alternate timeline's choice actually had merit, but no.
 
The nightmare was some scary shit, I felt disturbed playing it.

After Remember Me and Life is Strange, DONTNOD are now among my favorite developers.

I totally saw the ending coming, sacrificed Chloe in the end since it was basically the canon ending. The funeral were heartbreaking. I wonder how David could have not been injured when he came save Max. I also noticed that I could save some people along the way to the Two Whales ! I was so focused on the task at end that I just didn't spot them.
 
I don't know. The game wanted me to like Chloe so much and I never did. Because of this, the final choice held pretty much no weight with me. Hell, I found her mom far more sympathetic, even though she had a fraction of the screen time.
 
I don't know. The game wanted me to like Chloe so much and I never did. Because of this, the final choice held pretty much no weight with me. Hell, I found her mom far more sympathetic, even though she had a fraction of the screen time.

I felt like the one part
was trying to get me to hate Chloe, but I seriously couldn't figure it out.
 
I don't know. The game wanted me to like Chloe so much and I never did. Because of this, the final choice held pretty much no weight with me. Hell, I found her mom far more sympathetic, even though she had a fraction of the screen time.

I agree, although she did FINALLY do something selfless at the end. I had a friend like her in high school. She's still alive and didn't disrupt the space-time continuum but I still got "hella" nostalgia :)
 
I feel like when you have a big choice like that after a series of episodes/games, they should take choice away from the player and leave it up to how all of your choices made so far makes the choice for you. I feel like the binary element of it, all or nothing, sucks, and potentially goes against everything you've done so far in a series of events. It happened in Mass Effect 3, and happened here. The choice should've been made for me already. Because of how it is, it feels cheap and unsatisfactory.

Honestly think this would have been a better call...though I don't quite know how they'd 'stack up' things.

There's at least one 'hidden' meter in the game, in Chloe's replacing Rachel with Max on her cell background in response to your choices favoring Chloe, but I don't know if that would have necessarily been a good indicator, once things have gotten this big in terms of scale.

I felt like the one part was trying to get me to hate Chloe, but I seriously couldn't figure it out.

The part with the evil doppelganger Max? That whole scene felt weird. She was trying to insinuate that I'd done these things just to manipulate people. But while some people may have played/thought of it that way, it felt to me like Max was generally trying to be nice/helpful.

And then the "Chloe's more likely to kill us than Jefferson"...felt really forced, even if it did have a bit of truth to it by putting Max in situations with, say, Frank and the gun.
 
Does everyone get the
kiss
in the sacrifice
Chloe
ending or only if you made the previous choice to do so?
 
The part with the evil doppelganger Max? That whole scene felt weird. She was trying to insinuate that I'd done these things just to manipulate people. But while some people may have played/thought of it that way, it felt to me like Max was generally trying to be nice/helpful.

I suspect that was supposed to be channelled to us via Max. We were manipulating people in order to get a desired outcome.
 
What do you think they could've done? Everyone rushing to your help depending on who you saved/pissed off? That would've been 10 times worse even if it made my choices "matter".

I'd rather have thematically appropriate endings that "override" my choices than a forced an ending which doesn't make sense.

The little continuity nods were about as much as they could do, given the framework.
 
I suspect that was supposed to be channelled to us via Max. We were manipulating people in order to get a desired outcome.

Yeah, certainly, but like 'our' Max has the option of saying, it depends on how you look at it. Max was being a social manipulator, but for noble purposes (finding out what happened to Rachel). You could be a social manipulator/bitch at times, but that doesn't mean you had to.

Yet you get the same lines, regardless, and no matter how you refute, it doesn't really change the doppelganger's speech.
 
It's unfortunate our choices didn't have any effect on the overall outcome of the story. I would have preferred at least two more endings. One where Max sets everything right for everyone (saves Rachel, arrests Jefferson, gets Nathan mental help, makes Victoria and co buddy with Kate and Allyson etc...) but has to sacrifice herself to stop the adverse effects of her meddling. And even though I like Chloe better, if you choose for Max to love William she should get an ending to be with him.

I also think DontNod could have gone much farther with Max and Chloe's romance. In both endings there should have been kisses and way more expressions of love than there were.

Overall I think LiS is a really good game, with great characters and a good story with lots of suspense and mystique. My favorite parts were the nightmare in Ep 5 and the first alternate reality jump to paralyzed Chloe in Ep 3-4.
 
Had to
sacrifice Chloe
. REALLY didn't want to but it felt like the entire game was leading up to that decision. From what I understand,
most of the town's residents wind up surviving anyway? Gross.
 
Yet you get the same lines, regardless, and no matter how you refute, it doesn't really change the doppelganger's speech.

One could argue manipulating people is a case of the means not justifying the goals. Even so, that entire part felt a bit undercooked. They could have really expanded the concept of multiverse doppelgangers.
 
For me, the worst part about episode 5 was some of the dialogue. Needed to be edited down and cleaned up.
 
lifeisstrange_2015102qmsgb.png
 
Yeah, certainly, but like 'our' Max has the option of saying, it depends on how you look at it. Max was being a social manipulator, but for noble purposes (finding out what happened to Rachel). You could be a social manipulator/bitch at times, but that doesn't mean you had to.

Yet you get the same lines, regardless, and no matter how you refute, it doesn't really change the doppelganger's speech.

I meant the part after that,
where you're going through memories. I was like 'what am I supposed to pick up on here?'

I also only
found 1 bottle earlier, then I sat down and was moved forward. :S
 
Max kissed Chloe in my game by the way. I friendzoned Warren the entire game and took Chloe's side whenever possible.
 
I feel like this is the first time the engine of the game couldn't keep up with the scene it was trying to depict.

Like Chloe and Max's scene in the rain looked pretty bad to be honest.
 
What do you think they could've done? Everyone rushing to your help depending on who you saved/pissed off? That would've been 10 times worse even if it made my choices "matter".

I'd rather have thematically appropriate endings that "override" my choices than a forced an ending which doesn't make sense.

The little continuity nods were about as much as they could do, given the framework.

I mean, I don't necessarily disagree, but there was this continuous weird interplay of the narrative stressing (to varying levels depending on how hard you looked) of being able to 'save Chloe', or heck, even other people.

And nosebleeds/near-death screen-jam from rewinding too far aside, there was, to me, always the possibility that you could keep saving everyone barring already-dead characters prior to max getting her power, such as Rachel or William.

It feels weird to me, to have that thematic element of Max as the 'Savior' keep coming up, only to get subverted/turned back at the end to a binary ending selection where zero choices you've made have any relevance, one way or the other.

Even if you sacrifice Chloe, all of your work, your relationships, etc....undone.

On some level, it's possibly a budget/limitation of the genre as it stands (Telltale has had this issue before as well) and just how far we can stretch a 'choice-based' narrative when having the players be 'in the driver's seat', even if it's more limited in scope compared to something like Mass Effect, due to the 'time travel' aspect.

Not saying I wanted the cavalry to come rushing in and overpower the time-storm with the power of friendship, but if you made an effort, and continuously tried, having the endings differ from the current binary either/or in its entirety.
 
I've only cried at the end of a game maybe once or twice and the last time was Walking Dead S1. I'm a wreck right now though, god damn.
Even though I saw (and probably many others) saw the ending coming if you're familiar at all with stuff like Donnie Darko or the Butterfly Effect, it still totally tore me up to sacrifice Chloe.

I also totally disagree with anyone who seems to think none of their choices really mattered because they impacted the story through dialogue and branching paths so much. Like it was never about the ending, it's always been about your path through the game and how you feel about decisions you've made. For the most part Dontnod was VERY successful in incorporating your choices made throughout the story (I am always very pleased when my decision to blame Jefferson for Kate's death is vindicated in dialog and the stuff with Kate was absolutely brutal since I let her die.)

Also there is an absolute ton of stuff to unpack in this episode. All the diary entries, text messages, small things here and there - the attention to detail was tremendous.

In order for the game to work they had to sell me on Chloe and Max's relationship and the actresses absolutely nailed it.

In short, 5/5 GOTY.
 
I've only cried at the end of a game maybe once or twice and the last time was Walking Dead S1. I'm a wreck right now though, god damn.
Even though I saw (and probably many others) saw the ending coming if you're familiar at all with stuff like Donnie Darko or the Butterfly Effect, it still totally tore me up to sacrifice Chloe.

I also totally disagree with anyone who seems to think none of their choices really mattered because they impacted the story through dialogue and branching paths so much. Like it was never about the ending, it's always been about your path through the game and how you feel about decisions you've made. For the most part Dontnod was VERY successful in incorporating your choices made throughout the story (I am always very pleased when my decision to blame Jefferson for Kate's death is vindicated in dialog and the stuff with Kate was absolutely brutal since I let her die.)

Also there is an absolute ton of stuff to unpack in this episode. All the diary entries, text messages, small things here and there - the attention to detail was tremendous.

In order for the game to work they had to sell me on Chloe and Max's relationship and the actresses absolutely nailed it.

In short, 5/5 GOTY.

If it wasn't about the ending, they wouldn't have made the ending a choice.
 
Sidethought, if the universe 'wants' Chloe to die, what's necessarily indicating (outside of the game ending) that Max won't continually have to pull off Final Destination-esque rewind shenanigans to keep her alive?

If Max doesn't use her powers anymore, theoretically, she can avoid another time-storm, but if Chloe gets shot by a mugger in Seattle or what have you....

Like it was never about the ending, it's always been about your path through the game and how you feel about decisions you've made.

You're welcome to your opinion, of course, but to me, that statement tends to feel like a cop out. The journey is important, sure, (and DONTNOD did do a good job of incorporating the smaller choices, and made more than a token effort with Kate in the hospital as the 'primary' un-salvageable choice)....

But capping it off (while admittedly unlikely to please everyone) is a key point in making the themes/concepts 'stick'.

And removing any and every aspect of the game you've just played and either saying it didn't matter because everyone else dies, or it doesn't matter because everything you've gone through is undone, well....not particularly satisfying, imo.
 
#FuckArcadiaBay

I anticipated they'd never fully explain how Max got her powers in the first place. I don't think that they could have posed a satisfactory answer to begin with. That's fine. Ancient shamanic magic, Rachel Amber's last wish, etc etc
 
I also totally disagree with anyone who seems to think none of their choices really mattered because they impacted the story through dialogue and branching paths so much. Like it was never about the ending, it's always been about your path through the game and how you feel about decisions you've made. For the most part Dontnod was VERY successful in incorporating your choices made throughout the story (I am always very pleased when my decision to blame Jefferson for Kate's death is vindicated in dialog and the stuff with Kate was absolutely brutal since I let her die.)

I'm more interested in how Max feels about the decisions she's made, the consequences of which have been completely eradicated. Although there is a discussion to be had there, how Max probably feels closer to people than they do to her (now), given events that have been wiped from history, like Max saving Kate.
 
You're welcome to your opinion, of course, but to me, that statement tends to feel like a cop out. The journey is important, sure, (and DONTNOD did do a good job of incorporating the smaller choices, and made more than a token effort with Kate in the hospital as the 'primary' un-salvageable choice)....

But capping it off (while admittedly unlikely to please everyone) is a key point in making the themes/concepts 'stick'.

I'm not saying the ending doesn't matter, but the idea that your choices are somehow invalidated because of the way the ending works doesn't sit right to me. From an outside meta-perspective it might seem that way, but to use an example from film Donnie Darko's ending doesn't go back and invalidate the entire movie. As far as branching narratives and how they impact an ending, Dontnod has easily done the best job by far.
 
I'm emotionally conflicted by the ending but think it makes complete thematic sense and is a mostly satisfactory ending to the game. My brain says that anyway. My gut is... kind of in a weird place about it all. Dissatisfied in a way but... still have that bittersweet feeling about it all. Hard to articulate.

Choices did matter, they were referenced constantly throughout the game. Whether or not the world around remembers what you did, Max does. It doesn't change the ending but it changes who she is at the end of it.

Suggestions that the ending should be railroaded based on the decisions you made beforehand are I think misaimed.
I anticipate a large number of players probably sided with Chloe on a lot of issues but at the end wouldn't want to be forced to sacrifice the town.

In a year with Witcher 3 and Bloodborne this is probably going to be my GOTY... and that's saying something.
 
I'm not saying the ending doesn't matter, but the idea that your choices are somehow invalidated because of the way the ending works doesn't sit right to me.

I agree. What's important is that they mattered at the time, and that we saw their consequences.

The comparisons to ME3 misses the point. All they were, in the end, were numbers. No one ever debated whether it was better to save the krogans or leave them for dead. But there was discussion over our choices in Life is Strange, and sometimes future episodes recontextualized past choices and gave us a sense of regret (or satisfaction). Our emotional connection to Max is what makes our choices matter, not the specifics of the ending.
 
I'm not saying the ending doesn't matter, but the idea that your choices are somehow invalidated because of the way the ending works doesn't sit right to me. From an outside meta-perspective it might seem that way, but to use an example from film Donnie Darko's ending doesn't go back and invalidate the entire movie. As far as branching narratives and how they impact an ending, Dontnod has easily done the best job by far.

I can see where you're coming from, even if I'd argue that one of the primary differences in something like watching Donny Darko vs making decisions in what's touted as a choice-driven game are pretty far from each other in terms of player-emotion investment.

Though tbh, I've never been a fan of the straight-up Donny Darko/Butterfly Effect style endings, either.

Personally, I'd argue that while Saving Chloe is player-driven insofar as you/Max is acknowledging the fact that you're killing everyone else off (despite having made possible choices to save several of them from dying), letting Chloe die has the same drawback of making the actual 'playing' of the game pointless outside of a 'admire the narrative' perspective. There's emotional investment re: the journey, but when it's either at the absolute binary 'cost' of everyone else, or Chloe (depending on whom you were attached to), the payoff doesn't feel quite as tangible.

But that's also going to relate back to personal preference, at least on some level.

Our emotional connection to Max is what makes our choices matter, not the specifics of the ending.

Eh....debatable. There are a lot of other characters to have potential emotional connection to, who either get wiped out or all of their interaction with Max rewound to a blank slate.

While it's always possible Max makes that effort and reaches out again....the funeral scene's not bad, but isn't quite enough, imo.
 
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