Life is Strange | Spoiler Thread

So this post is probably way too wordy, but just wanted to get my thoughts out about the last episode and the series in general:

Finally got around to finishing the last episode. I have to admit I was stalling a bit to play it. Not because I dislike the series and was slogging my way through it, but rather the opposite. This has been one of my favorite games of the year, and I knew regardless of how the actually story ended, it would be a somber moment to know my time with the game and getting to know Max, Chloe, and the rest of Arcadia Bay, would some come to a close. But having reached that moment now, I also realize that there is a comfort to closure, and I am also glad to be able see the story through and appreciate what Dontnod has accomplished here. Though it will be sad for me to see a LiS Season 2 that presumably moves on to a completely different cast of characters, I look forward to seeing what they do next.

I suppose my only real gripe with the last episode are some pacing issues. Even as someone who started playing this series when they released the first episode in January, the constant reminders (especially towards the end) of what had happened before got a bit grating. While I do appreciate the reminders of all the strong moments between Max and Chloe among other important story beats from prior episodes, I do think interspersing it with the alternate realities started to bog down the actual ongoing narrative. I don't think it was a major issue for me personally, but it was one I felt worth noting regardless.

As for the ending, I can understand that likely one of the biggest criticisms of it is regardless of your choices up to that point, everything ultimately boils down to 2 choices. I can respect the fact of people not liking this, but I also did appreciate that the game didn't create some "everyone lives happily ever after because you made super awesome choices" type scenario. Everyone had to make a difficult decision at the end, one they weren't completely happy about it (at least that's how it felt to me).

I suppose choice vs the illusion of it has played different roles in this game. On one hand, there are very fixed moments (Episode 3 always ends with entering a reality with Chloe in a wheelchair while her father survived, Episode 4 always ends with Chloe getting shot and Jefferson drugging Max) that everyone runs into, so I suppose it didn't surprise me to see the ending play out the same way. On the other end, I do feel Max and Kate's moment on the roof at the end of Episode 2 is one of the better examples of how well choice can be implemented in a video game. While Kate's fate doesn't drastically alter the rest of the game, there's just enough of a reminder in the remaining episodes to make you feel proud (or guilty) at what happened there, and that's what made that scene so powerful to me.

As far as the final choice of the game, I suppose I approached it that as Max, even though I loved Chloe, there was just no way I could sacrifice that whole town to save her. As Max, I hate myself for picking something else over her, but I just couldn't bear to see that entire town of people presumably all killed. And perhaps Chloe being fully supportive of this makes it all the more harder for me.

Some may argue this is just the run of the mill "save the girl or save the world" trope. While that isn't wrong, I really liked what a poster on the LiS subreddit wrote. Taking a moment to put the supernatural time manipulation aspect of the game aside, I felt that LiS is ultimately a game about saying that goodbye to a friend that you never got around to. Perhaps one could even make the case that Max's time rewinding ability is rather a psychological manifestation of her internally trying to process the death of her childhood best friend that she didn't keep in contact with and can't accept her sudden death before she even got a chance to try to reconnect with her. Perhaps the events of the story are her mind trying to imagine what would happen if Chloe was still alive and being able to reconnect with her. But ultimately the storm always comes, and Max has to make peace with the fact that Chloe is dead.
I don't know if I fully believe in all that (especially when there's a choice to have Chloe live), but loss is obviously a challenge for all of us to deal with, especially with someone close, and we all handle it a bit differently.

So whether the time rewinding ability was real or more symbolic, I felt it did make for an excellent game. While I agree that the moment to moment reveals weren't huge twists or surprises (the rich brat was indeed a brat but was being manipulated by larger forces, shady Jefferson was indeed shady), I don't feel that took away anything from the story. I went into LiS thinking it's a game about dealing with high school as the awkward kid, high school drama in general, and trying to rekindle old friendships after coming back to a place where you used to live. As someone who has experienced all those things in my life (as I'm sure many others have as well), it certainly made the story very relatable. What I didn't necessarily expect is this would also be a story about saying goodbye to someone close to you.

Some may say that choosing to "sacrifice Chloe" invalidates all the choices made in the game up to that point, but I strongly disagree with that. Perhaps the greatest triumph of the game for me is through the course of these 5 episodes, it made me care enough about the characters to share in Max's sorrow at the ending I received. Ultimately, choice (regardless of what consequence they truly have to the narrative) is what keeps these games so engaging to me. Not every decision radically alters the story, but each moment I make a decision allows me to inject a bit of my personality into the story. As a result, Max doesn't feel like a character I'm passively observing in a book, TV show, or movie, but rather she's an extension of myself, and I am an active participant in this world (assuming the game has the writing chops to successfully sell its world to me). This is truly what makes video games so special to me.
 
You know, I traditionally despise Reset endings. They're usually done extremely poorly and mindlessly (like a certain very popular anime series in recent years that won't be named), but Life is Strange somehow made it better.

Kudos again writers.
 
I just finished the game and like many I was a bit disappointed by the final episode. It really did feel like all of the choices I made in the first four episodes didn't matter in the end. When I prevented Kate Marsh from jumping off the roof at the end of episode two I felt super-accomplished and was hoping that that would have a large effect on the rest of the story. It kind of affected the story since you got different dialog and you get to visit her in the hospital later, but in the end she ends up living no matter what (unless you choose the bad ending). Literally the only choice that has any effect on the ending is whether you kissed Chloe or not. Your choices only affect your path to the ending and not the actual ending itself, which is what disappointed me.

That said, I still really enjoyed the game. The ending may have been a disappointment, but it was still worth it just for the journey.
 
I chose to sacrifice Arcadia Bay, and the ending was meh.

Immediately chose the other one, much better. Its like they put more effort into this, like this was supposed to be the "real" ending.
 
I chose to sacrifice Arcadia Bay, and the ending was meh.

Immediately chose the other one, much better. Its like they put more effort into this, like this was supposed to be the "real" ending.

They mentioned they wanted to add choice-based variations on the sacrifice Arcadia Bay ending but ran out of time and resources. Their stated intention was to create an open ended conclusion so that you could fill in the blanks with whatever you want, but I agree 100% that the result was a lack of catharsis and closure.

Fanfiction helps.
 
They ran out of time/money. I'm sure this has been posted before, but here is one of the game's directors talking about it.

eAqAU1P.png


ah beaten..
 
They mentioned they wanted to add choice-based variations on the sacrifice Arcadia Bay ending but ran out of time and resources. Their stated intention was to create an open ended conclusion so that you could fill in the blanks with whatever you want, but I agree 100% that the result was a lack of catharsis and closure.

Fanfiction helps.

They ran out of time/money. I'm sure this has been posted before, but here is one of the game's directors talking about it.

eAqAU1P.png


ah beaten..

Oh, that's a shame.

Actually the more I think about it, the Arcadia Bay ending wasn't too bad.
 
Hi, just checking in on the content advisory again since more eps are out. Is there more violence, sexual content, or violence toward animals in the latest episodes? Thank you.

I last asked about this in mid-August before the game was completed. Is there any additional content like this in the episodes that released after I last asked? (Just Ep. 5 I think?)

Thank you!
 
I last asked about this in mid-August before the game was completed. Is there any additional content like this in the episodes that released after I last asked? (Just Ep. 5 I think?)

Thank you!

I'm spoilering this in case anyone else cares (there's no specific story spoilers):

There's more violence and a bit of sexual content (if you consider girls dancing in their lingerie to be sexual content), but no violence towards animals (although it does show some of the dead animals from previous episodes like the whales).
 
I'm spoilering this in case anyone else cares (there's no specific story spoilers):

There's more violence and a bit of sexual content (if you consider girls dancing in their lingerie to be sexual content), but no violence towards animals (although it does show some of the dead animals from previous episodes like the whales).

That's really helpful. Thank you. So you can definitely avoid harm coming to that dog or any other animal actively in-game, apart from those already harmed before you encounter them? :/
 
Just finished it after taking my time and going through slowly trying to see everything (still managed to miss choices and photos). Unfortunately I was spoiled that Jefferson is the villain before I finished episode 2 (from accidentally seeing a screenshot from the nightmare section in five), which took some of the tension out of the red herrings, but I wasn't spoiled on anything beyond that.

Great game, especially the superb level of detail put into the environments to make them believable, and a lot more nuance in the characters than the first episode would indicate.

I would have preferred if there was more choice in the ending, or that what you've done throughout the game had more impact on the ending. As it is, there's only two endings, and only one of them is slightly altered by choices in the game.
Many of the choices in episode four are quickly rendered moot by all the time travel early in episode five, for instance, and of course the two endings are either to erase the events of the game, or have them occur and only have you and Chloe seem to survive. In general it seemed like episode 5 relied on past episodes' choices far less than the others.

I get the mechanics are difficult and the developer ran into budget issues in the final episode, but I would have liked how I played to have played more of a role in the ending.

Still, an excellent game and a much better version of what Telltale are doing with their point and click games right now.
 
Just finished the game. Played it straight through this week doing an episode a day. Wow, this game hit me like an emotional ton of bricks. One thing that surprised the heck out of me is I figured that Mr Jefferson was a bad guy from the first segment. I didn't know how evil. My initial thought was he was knocking up all the school girls. I spotted a few pregnancy tests in the game and figured he was getting busy. It was kinda sexual but I was way off on the evilness.

I'm not going to fault anything the game did. Both endings work. I saved Arcadia Bay and thought the ending was one of the best endings to a game ever.

However, I feel like the most obvious ending wasn't include. Chloe wasn't the one who was suppose to die in the bathroom that day, Max was.

Anyways, I kinda hope that the next season has some throw back to this season. It doesn't have to be the future adventures of SuperMax (which I would be ok with) but it would be cool if you ran into David and Joyce on vacation or something.
 
Some may argue this is just the run of the mill "save the girl or save the world" trope. While that isn't wrong, I really liked what a poster on the LiS subreddit wrote. Taking a moment to put the supernatural time manipulation aspect of the game aside, I felt that LiS is ultimately a game about saying that goodbye to a friend that you never got around to. Perhaps one could even make the case that Max's time rewinding ability is rather a psychological manifestation of her internally trying to process the death of her childhood best friend that she didn't keep in contact with and can't accept her sudden death before she even got a chance to try to reconnect with her. Perhaps the events of the story are her mind trying to imagine what would happen if Chloe was still alive and being able to reconnect with her. But ultimately the storm always comes, and Max has to make peace with the fact that Chloe is dead.
I don't know if I fully believe in all that (especially when there's a choice to have Chloe live), but loss is obviously a challenge for all of us to deal with, especially with someone close, and we all handle it a bit differently.

...

Some may say that choosing to "sacrifice Chloe" invalidates all the choices made in the game up to that point, but I strongly disagree with that. Perhaps the greatest triumph of the game for me is through the course of these 5 episodes, it made me care enough about the characters to share in Max's sorrow at the ending I received. Ultimately, choice (regardless of what consequence they truly have to the narrative) is what keeps these games so engaging to me. Not every decision radically alters the story, but each moment I make a decision allows me to inject a bit of my personality into the story. As a result, Max doesn't feel like a character I'm passively observing in a book, TV show, or movie, but rather she's an extension of myself, and I am an active participant in this world (assuming the game has the writing chops to successfully sell its world to me). This is truly what makes video games so special to me.
This was a great post - thanks for sharing, and it echoes a lot of what I felt about the game.

To go further, as I just finished the game two days ago and I've had the experience turning over in my brain since then, there's a fairly obvious parallel between this game and The Catcher in the Rye. Spoilers for this American lit classic ahoy:

First, it's obvious the game had some inspiration from the novel: Her name is Max Caulfield (Holden Caulfield is the main character and narrator), and the giant "The Winger and the Cow" poster in Max's room is a direct homage to one of the well-known book covers for Catcher (here, or one of then top hits on GIS if this doesn't work because I'm on mobile). Also just like Holden, Max starts off as somewhat of a standoffish loner at an elite prep school who's mostly a blank slate for a slew of strange experiences that unfold around her. She doesn't seem nearly as jaded as Holden is but she's somewhat of an outsider; that opening credit sequence where she puts her earbuds in and walks through the halls is a super Holden thing to do.

There are a lot of deviations from the book, and Max is ultimately much more of an optimistic and selfless person than Holden ever is, but there is a parallel with what SlickVic said above: one interpretation of Catcher (I'm a teacher who works with Catcher so I love discussing different spins on the book) is that it's ultimately a story about time, grief, and closure.

Holden's little brother Allie was 11 when he died from cancer, and he was one of Holden's closest and dearest friends; Holden was only 13 when this happened, and he clearly spends the entire novel hung up over Allie's death. He brings Allie's baseball glove with him to school and writes a classmate's English assignment about the glove, he brings up Allie in several different conversations, and just general reminisces about his adventures with Allie in a way that makes you feel like Allie is still alive. And Holden does this subconsciously: he's never properly grieved about the experience (absent parents have never dealt with it properly either) and like Holden's younger sister, Phoebe, point-blank tells Holden, he never acknowledges Allie is dead. The ending is somewhat ambiguous but One approach is that the famous carousel scene at the end (Holden also loves carousel because, like him, they spin in circles, you don't ever move forward, and you stay right where you are) and his reactions to Phiebe imply he is slowly beginning to understand you have to let kids grow up and can't protect them forever from harsh lessons about life.

Another way to put it: Holden, mentally, is frozen in time. It's literal arrested development. Holden is obsessed with preserving things exactly as they were (innocent, carefree, unspoiled by the adult world - there's probably a dark spin you could take this to connect to Jefferson). One of my favorite scenes in the novel is where Holden talks about how much he loves museums, especially the Museum of Natural History in New York, because everything is locked in place, safe from change, and constant. So much so that he walks all the way to the museum, telling the reader how much he loves it, then he decides not to go in, and I always think this is because Holden is so afraid it might be different that he doesn't want to risk having the past be disturbed. He's also hung up over this girl Jane Gallagher from his past, who he clearly has feelings for, but despite given several opportunities he doesn't call her up; he's afraid of disturbing the past, so he leaves it alone. He doesn't revisit it or process it because he either can't or won't.

Max, like Holden, never got the chance to say goodbye to one of the closest friends in her entire life. She's also obsessed with time but spends it constantly changing the past instead of preserving it. Holden loves the past so doesn't want to alter it; Max is upset by what happens so rewinds and goes back to try to fix it. But if you choose the Sacrifice Chloe ending, like I did, then this is Max ultimately learning a hard lesson about normal, natural life: you can't change the past, but you can learn how to say goodbye by properly processing it.

At Chloe's funeral, Max is smiling faintly; she's had the chance to say goodbye, and you could argue that the entire week was her opportunity to go back into the past, spend her time with Chloe, relive old memories and make new ones, but ultimately learn how to say farewell to a vital part of her past and move on. Rather than dwell on the past and keep diving back to relive it (and rewind it and replay it and rewind it and replay it and...), my take on the ending is that Max is okay with letting go of Chloe because that's the natural course of life. Initially I wasn't sure where all of the "natural life dying out" plot threads were going (dying birds, beached whales, fish disappearing), but for me those are clear signs that Max tampering with time and space is running counter to natural life; nature is dying and the natural order of thing (double moons, eclipses) are indicators she's tampering with things that have to normally run their course to keep everything going.

I disagree strongly with the notion that the nature of the ending invalidates choices, because it's not about mechanical effects but the emotional effects on you as the player. If you took the time to talk to the bit players like Samuels or Frank or David or Taylor, you (both Max and the player) learn about their lives and their experiences, and this makes the Sacrifice Arcadia Bay option that much harder to choose. If you shut them out before, then opting to ditch them all becomes much easier for you, the player.

In a poststructuralist way of looking at it (as in, I saw above that there are hints the developers weren't fully happy with time and money constraints, but I think it's interesting to interpret what's here as-is): If you find the "Chloe lives" ending unsatisfying, for me that's akin to Max and you both still not having learned the lesson outlined above. There's still something clearly gnawing at Max in how she looks in that ending when she's in the car with Chloe; she is also not satisfied. Likely there's a part of her that thinks "what if ...?" Which implies that if she had the chance, she'd rewind again and jump back in and fuck up more things in an attempt to be the superhero that saves everything. But that ain't realistic, and she runs the risk of being forever caught in that loop.

Anyway, TL;DR for me Life is Strange was really about closure and moving on. I really like these style of games already (going on to Tales of the Borderlands next) but Dontnod clearly have their own spin on something that feels distinct from the Telltale model. Unlike a lot of people, I hope they don't continue Max's story (I also hated that they continued Clementine's story in TWD Season 2), but instead find a new set of characters to focus on in a new town. A hell of an experience, and now I have a shitload of new music to pick up. <3
 
I was left with a bittersweet taste in my mouth after Episode 5. The fact that I was expecting some sort of mystical connection between the Prescotts and the hurricane didn't help tamper my expectations, though. I can't say I didn't like it, but it didn't click with me as much as the previous 4 had done. That being said, that only speaks to how strong those episodes were, especially the third and fourth.

I've read what you've said and I agree: whatever you choose, it's a no-win situation. Or at least, a pyrrhic victory. I ended up saving Chloe just out of consistency: everything Max had done during that week was to achieve that end. Undoing everything (at least in the view of the rest of the world) would have been for nothing. But above all, going back in time to the moment Chloe was originally supposed to die would have erased not only her and Max's development, but everyone else's as well. Victoria wouldn't have learned to be more confident in herself and not diss everyone. Frank wouldn't have seen the consequence of his drug dealing. David wouldn't have seen how much he was hurting everyone he was sincerely trying to protect. The jocks and bimbos wouldn't have realized how much they were hurting others with their bullies. Kate wouldn't have seen how much others care for her. The fat kid wouldn't have had the courage to come out of his shell and socialize. That annoying girl would have been hit time and time again. Warren sucks, nothing to do there.

What I'm trying to say is that everyone who survived up to the moment the storm hit was a better person than they were at the start of the week. Even Nathan finally realized that people were using him and that he needed help. That was what bothered me most: "losing" all that progress. Yeah, sure: destroying the town maybe isn't the best solution. But at least you give them a chance to escape. Somebody must have escaped apart from Chloe and Max.

Besides, there was something that I didn't understand and which made me choose that ending over the other one: how could they be so sure that a) the hurricane was Max's fault and b) that letting Chloe die would remedy it? I know it does, but I can't see why or how they would know. Max gets the vision before realizing she has powers. And the picture of the butterfly was taken after Max had had the vision... so if she goes back in time and lets Chloe die, wouldn't that vision had already happened at that point? Wouldn't Max already have her powers? The damage to the space-time continuum would have already been made, since it clearly not "resets" when she travels further back (or in parallel) in time. I dunno. Maybe I'm over-complicating my analysis and I should take it as it is shown.

I still think it's one of the best games this year (and one of the best adventure games ever), though. If I hadn't played Undertale before this, the way the bittersweet endings are presented would have been much easier for me to swallow. But Undertale totally spoiled me in terms of actions and consequences in games :P
 
During the tornado sequence in episode 5, you see the diner explode before Max reverses time to save it. So if you decide to save Chloe instead of the town, you can be sure that at least Joyce, Frank, and Warren are dead since Max wasn't around to save them from the explosion. Also a few other people that you can optionally save but who cares about them?
 
I was left with a bittersweet taste in my mouth after Episode 5. The fact that I was expecting some sort of mystical connection between the Prescotts and the hurricane didn't help tamper my expectations, though. I can't say I didn't like it, but it didn't click with me as much as the previous 4 had done. That being said, that only speaks to how strong those episodes were, especially the third and fourth.

I've read what you've said and I agree: whatever you choose, it's a no-win situation. Or at least, a pyrrhic victory. I ended up saving Chloe just out of consistency: everything Max had done during that week was to achieve that end. Undoing everything (at least in the view of the rest of the world) would have been for nothing. But above all, going back in time to the moment Chloe was originally supposed to die would have erased not only her and Max's development, but everyone else's as well. Victoria wouldn't have learned to be more confident in herself and not diss everyone. Frank wouldn't have seen the consequence of his drug dealing. David wouldn't have seen how much he was hurting everyone he was sincerely trying to protect. The jocks and bimbos wouldn't have realized how much they were hurting others with their bullies. Kate wouldn't have seen how much others care for her. The fat kid wouldn't have had the courage to come out of his shell and socialize. That annoying girl would have been hit time and time again. Warren sucks, nothing to do there.

What I'm trying to say is that everyone who survived up to the moment the storm hit was a better person than they were at the start of the week. Even Nathan finally realized that people were using him and that he needed help. That was what bothered me most: "losing" all that progress. Yeah, sure: destroying the town maybe isn't the best solution. But at least you give them a chance to escape. Somebody must have escaped apart from Chloe and Max.

Besides, there was something that I didn't understand and which made me choose that ending over the other one: how could they be so sure that a) the hurricane was Max's fault and b) that letting Chloe die would remedy it? I know it does, but I can't see why or how they would know. Max gets the vision before realizing she has powers. And the picture of the butterfly was taken after Max had had the vision... so if she goes back in time and lets Chloe die, wouldn't that vision had already happened at that point? Wouldn't Max already have her powers? The damage to the space-time continuum would have already been made, since it clearly not "resets" when she travels further back (or in parallel) in time. I dunno. Maybe I'm over-complicating my analysis and I should take it as it is shown.

I still think it's one of the best games this year (and one of the best adventure games ever), though. If I hadn't played Undertale before this, the way the bittersweet endings are presented would have been much easier for me to swallow. But Undertale totally spoiled me in terms of actions and consequences in games :P

I agree with basically all of this. As much as I loved this game, the last episode left me back-seat game designing, which is unfortunate. The last episode kind of throws the standard gameplay loop out the window, which I think is a bummer. I love exploring the world, talking to people and I sit on every bench I come across for at least a couple minutes, and those aspects of the game felt minimally present in the final episode.
Maybe on a more personal preference level, I'm not a fan of having one big decision at the end of the game that chooses your ending. I prefer something more along the lines of how the Kate situation at the end of episode 2 was handled -- it felt out of your control while also being a consequence of your actions and your observations. That approach probably doesn't really map 1 to 1 with the ending scenario of this game so it's maybe not a workable solution here, but I think I would have vastly preferred something like that to a simple 'okay, now choose your ending.'

At any rate, I chose to sacrifice Arcadia Bay and "I Melt With You" by Modern English played in my head.
 
Just finished the game and absolutely loved how it concluded. Essentially you're given the climate change dilemma. You objectively know that time travel is creating an anomalies in the environment and they spend 80% of the chapter driving that point into the player's mind. In the end the player can either double down on allowing the anomalies to exist or accept that these changes are making very real consequences and let time exist in unaltered state.

The talk with the other Max was very foreboding, she straight up tells you every single person in that scene will die if you continue on your selfish (and futile) path. Max put Chloe over everything up until the final lighthouse scene, but the final decision was her (and Chloe's for that matter) chance to become adults and take responsibility for the damage they've caused. Chloe also became a redeemed character and accepted her fate (much like her alternate timeline self). Truth be told, even if you did choose to save her, it's heavily implied that the anomalies will continue to happen as long as she's alive, and Max probably can't handle using her power for much longer.
 
Thinking about the story just makes me want to replay it... this thread is tough.
During the tornado sequence in episode 5, you see the diner explode before Max reverses time to save it. So if you decide to save Chloe instead of the town, you can be sure that at least Joyce, Frank, and Warren are dead since Max wasn't around to save them from the explosion. Also a few other people that you can optionally save but who cares about them?

I don't think so? (Unless I'm really mixing things up) Max's whole quest to find Warren in that timeline was so she could get his "party photo" and jump back to save Chloe from Jefferson in the Ep4 finale. It was necessary due to Max's photo-hopping, which caused Jefferson to burn her diary (and all of her photos), leaving only Warren's impromptu photo as an exit. In that timeline, Max was captured, drugged, and photographed by Jefferson before being rescued by Chloe's step-father, at which point the tornado was in full swing. So Max raced to fix the damage... and so she went to Warren at the diner.

She succeeds in her quest, photo-hops back, and then warns Chloe (and herself) to avoid Jefferson entirely just prior to the Ep4 finale. It works; Max leaps forward to the fixed timeline, where Chloe is never murdered and Max is never captured, the tornado is just beginning; Max is now facing nightmares, and the duo are en route to the lighthouse for the ultimate choice.

It's like nature is buckling, trying to cope with Chloe's survival, while fate is working to bring them together forever.


The way LiS brings you to your final decision (sacrifice or save) is really beautiful and well done. It all leads up to that choice, and destroys you in some special way. I can't think of a single game more impactful at an emotional level; it's a real testament to how personable and believable the characters and setting are. DONTNOD are gods.

Just finished the game and absolutely loved how it concluded. Essentially you're given the climate change dilemma. You objectively know that time travel is creating an anomalies in the environment and they spend 80% of the chapter driving that point into the player's mind. In the end the player can either double down on allowing the anomalies to exist or accept that these changes are making very real consequences and let time exist in unaltered state.

The talk with the other Max was very foreboding, she straight up tells you every single person in that scene will die if you continue on your selfish (and futile) path. Max put Chloe over everything up until the final lighthouse scene, but the final decision was her (and Chloe's for that matter) chance to become adults and take responsibility for the damage they've caused. Chloe also became a redeemed character and accepted her fate (much like her alternate timeline self). Truth be told, even if you did choose to save her, it's heavily implied that the anomalies will continue to happen as long as she's alive, and Max probably can't handle using her power for much longer.

My take is that the tornado is a natural constant entwined with Chloe's continued survival; it happened in the timeline where she was crippled as well as the one where she lived, seemingly fixed across all timelines to her death in Ep 1. Presumably, because of this, (and I haven't seen the 'sacrifice Chloe' ending) the tornado doesn't happen if she dies. The destruction of Arcadia Bay is the price of Chloe's life--there wouldn't be another; it is the natural order of things, a matter of balance.

As to the time-travel ability? There are some things beyond the natural order of things. Max's connection to Chloe is one of them.

The thing I'm most interested in are Max's nightmares. Was it simple doubt, or a greater force trying to maintain the status quo? Because the contents and circumstances of Max's nightmare really suggest to me that it was like her own self turned against her, trying to negate all reason for saving Chloe. It's as if the entirety of nature--including Max's own person--were in league, together, against Max and Chloe.
 
My take is that the tornado is a natural constant entwined with Chloe's continued survival; it happened in the timeline where she was crippled as well as the one where she lived, seemingly fixed across all timelines to her death in Ep 1. Presumably, because of this, (and I haven't seen the 'sacrifice Chloe' ending) the tornado doesn't happen if she dies. The destruction of Arcadia Bay is the price of Chloe's life--there wouldn't be another; it is the natural order of things, a matter of balance.

You bring up a very good point. There is a tiny bit of in game evidence that contradicts a perfect "1:1" correlation between Chloe and the tornado. I'm not sure how how long Chloe's been dead for during the beginning of Chapter 5, but however long it was the tornado didn't get cancelled out right then and there. Jefferson references something happening outside at one point during his photo session and, even with Chloe dead, Max has to drive through the tornado to get the diner and get the photo from Warren. It's possible that the tornado was irreversible at that point, but there are realities where Chloe dies and the tornado still cometh.
 
I don't think so? (Unless I'm really mixing things up) Max's whole quest to find Warren in that timeline was so she could get his "party photo" and jump back to save Chloe from Jefferson in the Ep4 finale. It was necessary due to Max's photo-hopping, which caused Jefferson to burn her diary (and all of her photos), leaving only Warren's impromptu photo as an exit. In that timeline, Max was captured, drugged, and photographed by Jefferson before being rescued by Chloe's step-father, at which point the tornado was in full swing. So Max raced to fix the damage... and so she went to Warren at the diner.

She succeeds in her quest, photo-hops back, and then warns Chloe (and herself) to avoid Jefferson entirely just prior to the Ep4 finale. It works; Max leaps forward to the fixed timeline, where Chloe is never murdered and Max is never captured, the tornado is just beginning; Max is now facing nightmares, and the duo are en route to the lighthouse for the ultimate choice.

Yeah but even though Max went in time to stop Chloe's death she didn't do anything to stop Warren and the others from taking shelter at the diner so they would all still be in there when it explodes.

You bring up a very good point. There is a tiny bit of in game evidence that contradicts a perfect "1:1" correlation between Chloe and the tornado. I'm not sure how how long Chloe's been dead for during the beginning of Chapter 5, but however long it was the tornado didn't get cancelled out right then and there. Jefferson references something happening outside at one point during his photo session and, even with Chloe dead, Max has to drive through the tornado to get the diner and get the photo from Warren. It's possible that the tornado was irreversible at that point, but there are realities where Chloe dies and the tornado still cometh.

I think preventing the tornado is as simple as Max not using her rewind powers to change anything, which means not using them to save Chloe in the very beginning of the story.
 
You bring up a very good point. There is a tiny bit of in game evidence that contradicts a perfect "1:1" correlation between Chloe and the tornado. I'm not sure how how long Chloe's been dead for during the beginning of Chapter 5, but however long it was the tornado didn't get cancelled out right then and there. Jefferson references something happening outside at one point during his photo session and, even with Chloe dead, Max has to drive through the tornado to get the diner and get the photo from Warren. It's possible that the tornado was irreversible at that point, but there are realities where Chloe dies and the tornado still cometh.

Once again, thats why I feel Max was suppose to die.
 
Haha, I forgot that Chloe was dead when the tornado hit in the end-of-Ep 4 timeline; it changes everything. Dunno what to think now... Anways, thanks for pointing that out, AwakenedCloud.

As an aside, I'm glad DONTNOD didn't just explain everything at the end. LiS is the kind of game that really lends itself to being pondered and appreciated. I think it'll give repeat playthroughs a very different feel, as well.
Yeah but even though Max went in time to stop Chloe's death she didn't do anything to stop Warren and the others from taking shelter at the diner so they would all still be in there when it explodes.
Yeah, with how hard the tornado hits Arcadia Bay I doubt anyone there survives. IIRC, the buildings just disintegrate. It makes allowing it to happen in the "Save Chloe" ending a difficult decision--speaking to the unbreakable bond Max and Chloe share.
 
I think preventing the tornado is as simple as Max not using her rewind powers to change anything, which means not using them to save Chloe in the very beginning of the story.

Which also indicates that saving Chloe as the end choice won't mean 'storms will keep coming to kill Chloe'.

This has always been my head-cannon, nice to see it confirmed.
 
Finished the complete season and wanted to offer my thoughts.

I think sacrificing Chloe was a much better than the ending where Chloe lives -- and I'm not saying that just because Dontnod put more effort into it.

It delivers an emotional gut-wrenching punch because Max spent a huge portion of the game reversing time to protect Chloe from harm. It also works because the story goes full circle. The game's story ends the same way that it begins -- in the bathroom.
 
Finished the game yesterday.

I chose the "Sacrifice Arcadia Bay" ending, because I just couldn't let Chloe die. Turns out I made the right decision, because I watched the other ending afterwards and I couldn't handle it. However, the "Sacrifice Arcadia Bay" ending was still pretty bad compared to how fleshed out the other is. I'll just pretend nobody died in Arcadia Bay, because that makes me feel better and I actually think the devs made it this way on purpose, so people have room for interpretation. I mean, why else isn't Chloe mad at Max for killing her mom, step-douchehero and others? It just doesn't make any sense to me that there is no conversation at all in this ending and they just drive away. Pretty disappointing.

BUT: Overall the game was just pretty good. It presented a very good story with time-travel puzzle and mindfuck elements, which I absolutely love. Never thought I'd get emotionally attached to a story and characters like this. This game was a crazy ride. I'm sad and happy that it's over.
 
Finished the game yesterday.

I chose the "Sacrifice Arcadia Bay" ending, because I just couldn't let Chloe die. Turns out I made the right decision, because I watched the other ending afterwards and I couldn't handle it. However, the "Sacrifice Arcadia Bay" ending was still pretty bad compared to how fleshed out the other is. I'll just pretend nobody died in Arcadia Bay, because that makes me feel better and I actually think the devs made it this way on purpose, so people have room for interpretation. I mean, why else isn't Chloe mad at Max for killing her mom, step-douchehero and others? It just doesn't make any sense to me that there is no conversation at all in this ending and they just drive away. Pretty disappointing.

BUT: Overall the game was just pretty good. It presented a very good story with time-travel puzzle and mindfuck elements, which I absolutely love. Never thought I'd get emotionally attached to a story and characters like this. This game was a crazy ride. I'm sad and happy that it's over.
I chose the same ending you did and the way I interpreted them not looking for survivors is because they didn't want to know if any lived or died, they just wanted to finally leave Arcadia Bay. They probably knew nobody lived through that but I don't know I suppose they didn't need to see that to be sure and this way they can pretend they're not the only survivors. Additionally, I can't see how Chloe could be mad at Max's decision here. She knows why Max saved her, she loved her and letting her die would have been incredibly painful (as the other ending showed) and Chloe loved Max too and she didn't want her to have to go through that after all they've been through together.
 
The other day I was arguing with a friend about whether Max is or isn't in love with Chloe. Both of us had convincing points for either scenario, so in the end we agreed to disagree. It made me appreciate how Dontnod has apparently managed to make both options plausible and believable. That's not an easy feat when making a game that relies on player choice but still wants to tell its own story, I think.

I can't let go of this game, man.
 
The other day I was arguing with a friend about whether Max is or isn't in love with Chloe. Both of us had convincing points for either scenario, so in the end we agreed to disagree. It made me appreciate how Dontnod has apparently managed to make both options plausible and believable. That's not an easy feat when making a game that relies on player choice but still wants to tell its own story, I think.

I can't let go of this game, man.

I think either way she loves Chloe, its just the player's choice if its romantic or not. I can't move on either at the moment.
 
I said fuck Arcadia (sorry Katie/Warren) and ran the Max/Chloe train. (I did let Max kiss Chloe.)

I think every time they wanted me to kill Chloe, I was like...

2BALvKW.gif


Shame there's not more to the Arcadia Bay ending but budget and openended.

Good game but weak ending. Polarized went on WAY TOO LONG. Theory was my favorite.
 
Just finished. Sacrificing Chloe is the only choice that made any sense. Much like Final Destination (sorry, that's the first thing that comes to mind), the game seemed to re-enforce that you can't escape death. Even if you sacrificed Arcadia Bay, Chloe's life is going to be short lived. That's my take anyway. I really liked the ending and it elevated my thoughts on the experience which were somewhat middling beforehand. Glad I gave this a second chance.
 
Played through and finished the game this week and thought the game was okay. Obviously, my main complaint has to be the binary ending choice which basically ignores all of your past decisions and seems to come out of nowhere. I fully caught on to the whole "saying goodbye" theme they were pushing really hard in the series but I still chose to let Arcadia Bay get hit by the storm because screw them all. The problem with those choices, besides the sheer cop out of creating such a situation, is that we have no idea who survives the Arcadia Bay storm. In the one timeline in which we went through the storm a lot of people survived, although an equal number of people seemed as if they would die without our time-twisting intervention. However, we have no idea if this final storm will play out like that one.

Thus, to me the ending choice was presented as "Save Chloe v. Sacrifice the Entire Town" instead it was presented as "Save your best friend you've spent the entire game with v. Let the storm hit the town possibly killing some people you've never met and maybe a few you have." It's hard to get worked up over the possible deaths of a few faceless, nameless people as opposed to the certain death of your best friend. Honestly, I feel that if they wanted to go with such an ending the player should never have been presented with a choice. Perhaps, they would allow us to keep rewinding time to try and stop the storm from coming until the player accepted that Chloe has to die to save the town and yourself.

However, as it is the ending just feels out of place without any clear message since one ending allows you to keep your friend and blow town.
 
I chose the same ending you did and the way I interpreted them not looking for survivors is because they didn't want to know if any lived or died, they just wanted to finally leave Arcadia Bay. They probably knew nobody lived through that but I don't know I suppose they didn't need to see that to be sure and this way they can pretend they're not the only survivors. Additionally, I can't see how Chloe could be mad at Max's decision here. She knows why Max saved her, she loved her and letting her die would have been incredibly painful (as the other ending showed) and Chloe loved Max too and she didn't want her to have to go through that after all they've been through together.

Your post make sense, but I was just expecting at least something. Chloe wanted to be sacrificed after all. I think it's because I can't deal with these types of open endings. I'll just pretend that everyone is fine.

I said fuck Arcadia (sorry Katie/Warren) and ran the Max/Chloe train. (I did let Max kiss Chloe.)

I think every time they wanted me to kill Chloe, I was like...

http://i.imgur.com/2BALvKW.gif

Shame there's not more to the Arcadia Bay ending but budget and openended.

Good game but weak ending. Polarized went on WAY TOO LONG. Theory was my favorite.

Agreed with everything here.
 
What irked me about the Sacrifice Arcadia Bay ending was how the game kinda implied that everyone else apart from Chloe and Max was dead. I mean, come on. How likely is it that literally every single person in the city died? Lots of houses were still standing. Badly damaged, yes, but not obliterated. No one in there survived? No one hid in the basement? That's nonsense.

And even if we assume that everyone's dead, how were Chloe and Max supposed to know that? It might be likely from their perspective, but they couldn't know. Yet, they just drive through town and leave, without looking for survivors. By the way, why does the town seem to be completely empty on the day after the disaster? Why are there no emergency workers and other helpers from outside the city?
 
I have a weird theory about this game. What if none of this ever happened? What if this is all a fantasy in Max's head? What if Chloe actually died not in the bathroom of Blackwell but before Max came back to Arcadia Bay? There are a few reasons I say that. First the whole rewind power which is exclusive to Max, that is never explained, is clearly something she would want due to the guilt and regret she feels in regards to how everything ended with Chloe. Second, this is a story about reconnecting with a friend long-since-lost, and with the way the endings were prioritized and how people think that the true ending is to sacrifice Chloe, a story about finding closure of something done long ago causing regret and guilt. The theory is also kind of supported by the endings as the sacrifice Chloe ending is to let go of the guilt of never reconnecting with her friend and to move on and the sacrifice Arcadia Bay ending allows her to stay in her self-destructive fantasy with Chloe all the while being followed by imminent doom, represented by the supernatural events like the tornado. Or maybe I'm just crazy, just thought I'd share.
 
So if Chloe dies, no storm? That's it? So Max still had powers and can change the future?

Kinda weird that a storm is solely effected by Chloe's ticker.
 
So if Chloe dies, no storm? That's it? So Max still had powers and can change the future?

Kinda weird that a storm is solely effected by Chloe's ticker.

I believe the storm has more to do with you altering time than Chole's ticker.
 
So if Chloe dies, no storm? That's it? So Max still had powers and can change the future?

Kinda weird that a storm is solely effected by Chloe's ticker.
the storm was caused by max manipulating the future. When she goes back in time that last time and lets chloe die she has undone everything she changed and let the future play out on its own, thus no storm.
 
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