Culture
Games
PC, PS5, Xbox; Deck Nine/Square Enix
There’s much to enjoy in this sequel to the trailblazing female-led narrative
game, but inconsistent characterisation lets it down
In 2015, when I first played as Maxine Caulfield in the original Life Is
Strange, it was only the second time I had ever played a game starring a
teenaged girl. (The first time was The Last of Us: Left Behind, which came out
the year before.) It was an awkward game in a few ways, particularly its
cringeworthy (mis)use of teen slang, but the intense, life-changing and
sometimes conflicted relationship between Max and her (more than) friend Chloe
rung true. It carried the whole game, actually, more than Max’s time-rewinding
powers or the murder mystery that powered the plot. I believed in Max and Chloe.
The end of that game forces you into a horrible choice between, as Max would put
it, two shitty futures, proving that even time travellers must live with the
consequences of their actions. The reverberations of that choice run through
this sequel, nine years later.
Grownup Max is now artist in residence at a prestigious arts college, placing
her somewhere between the students, with their parties and dramatic breakups and
secret societies, and the teachers in the faculty, whose pettiness and
preoccupations with their own agendas rarely paint them in a flattering light.
She abandoned her home town and stopped using her time-rewinding powers after
the events of the first Life Is Strange. Now she is tentatively trying to form
new relationships in this fresh place. And, as she discovers when one of her new
friends is murdered, she has a new power, too. She can slip between timelines,
investigating the murder both in the timeline where it happened, and in an
alternative reality where it didn’t.
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