Last year's Life is Strange was not only one of my favorite games of the year, but also one of my favorite games of all time. Despite some clear and glaring flaws, there was a solid emotional core to that game. It portrayed the late teenage years of its characters with all the nostalgic, wistful flair that they deserved, but didn't shy away from the genuinely horrid things that teenagers often going through, whether they be relentless bullying, genuine struggles with self-esteem and mental issues, or having to deal with broken family life. It also focused on an incredibly dark story-line involving a series of mysterious disappearances of high-school girls that made it pretty explicitly clear how terrible the stuff these girls went through really was.Through its gentle folksy-indie rock soundtrack and painterly watercolor aesthetic it made the often very fucked-up content of some of its harsher moments more shocking, but also ensured that a game that went to some very dark places didn't feel exhaustingly gloomy.
Of course, the two standout features of the original Life is Strange were its supernatural elements, whereupon our main character Max can mysteriously rewind time and has visions of a weird storm wiping out town in a week, and the truly heartfelt but nonetheless complex relationship between Max and her estranged childhood friend Chloe. The supernatural elements were sort of a mixed bag. On the one hand, the episodes that focus most strongly on them (1 and 5) are by far the weakest, which I'd argue is a direct result of said focus. On the other, they're responsible for a lot of the good puzzles, the two strongest sequences in the game (namely the ending of episode 2 and the stretch from the last scene of 3 to the end of the first hour of 4), and the key ability to see the short-term results of each branch of big choices before committing to one path that gave decision-making a dynamic unique to the rest of the genre.
Chloe, however, is phenomenal. A combination of great character writing, a fantastic voice performance by Ashly Burch and a big old ball of complicated hang-ups, Chloe Price is the real reason to play Life is Strange. I basically have nothing negative to say about her as a character. Much like The Walking Dead's Clementine, Chloe is the biggest reason I like one of my favorite games of all time.
Nonetheless, I was incredibly worried when Life is Strange: Before the Storm was announced. Chloe as the playable character seemed like a fairly terrible idea after seeing how that turned out for Clementine in the mediocre second season of The Walking Dead. The announcement that it would focus on her relationship with Rachel Amber, the girl whose disappearance kicks off the investigation that Max and Chloe carry out in the original game, was also somewhat disappointing. I just didn't really want to see that relationship. In Life is Strange, Rachel Amber was held up on a pedestal as basically a perfect human being. Everyone except Victoria loved her, and it was implied that her spirit was acting as a guide to Max from the other world. Rachel Amber was the symbol of everything that Max wanted and needed to become. Having a perfect character like that in your story is a tricky thing to do well, especially in a world where everyone is as messed up inside as they are in Arcadia Bay, and I didn't want the game to take that risk for no reason. The other option is making Rachel Amber yet another teenager in the fucked-up world of Blackwell Academy, with her own hang-ups and imperfections. This would certainly make her more interesting, but that would kind of undercut her place in the story of the previous game.
That second option is exactly what Life is Strange: Before the Storm does in its first episode. Below her perfect facade, Rachel Amber is yet another teenager with the same types of problems that everyone else does. I do honestly enjoy the way she's presented in this game. She's friendly, cool, and instantly likable in a way that completely justifies Chloe's complete and utter infatuation with her by the time the first game rolls about, but only until the shit hits the fan, at which point she becomes an unreasonable angry mess of a human being. You can see features Chloe displays in the original but is missing in Before the Storm in Rachel, and Chloe even begins to pick up some bad habits from Rachel near the end of the episode. Unfortunately, this does mean that my pre-release fear came to be. Rachel Amber is a good character in Life is Strange: Before the Storm. She also makes the first game weaker by the sole fact that we ever get to see her on screen. I'm glad she's well written, but I'd rather she was never written at all.
Another big worry was, as previously mentioned, the use of Chloe as the playable character. Back when The Walking Dead Season 2 came out, I was immensely disappointed in the use of Clementine as the playable character in that game. I thought it promising pre-release, but it turned out she was completely unfit to the role. Whilst the game attempted to chronicle her slide from the innocence and naivete that the first season's protagonist Lee was so keen on protecting, it came across as forced, with Clementine being put in absolutely horrible situations for no apparent reason other than to make the audience feel bad for her. It turned out that when it was the player that was doing the thinking and decision-making and not the character you couldn't really make the character properly change that way. My preconceptions of who Clementine was prevented me from seeing the changes in her, and my own desire to make her commit certain actions as a player resulted in a frustrating disconnect.
Chloe is handled much better than Clementine, but playing as her still brings up a fair share of issues. The game puts a lot less choice on the player than Life is Strange did. There's only two major choices in the episode, and both of them seem to basically have all their consequences play out by the end of it. The less important general dialogue choices are also more tonal decisions than about actually affecting the flow of conversation. This means that Chloe is decidedly the same Chloe Price we met in Life is Strange, if somewhat younger and less cynical. This aspect of the game works pretty well, and it allows Chloe to go through a fairly satisfying little arc from the start of the episode to the end. Unfortunately, it also means that you don't really feel like you're properly controlling Chloe, or making any real decisions. Whilst the first Life is Strange was fairly linear in what you could do on the larger scale, you could push Max towards making drastically different choices at the local level. Take the beachside conversation with Frank in the fourth episode of Life is Strange, where you can have Max settle at anything from both Frank and his dog getting shot to everyone leaving the conversation having reconciled, and compare it to the argument with Rachel at the end of the first episode of Before the Storm, where no matter what you do the two of you make up and come to a mutual understanding.
Despite this, I still had a problem with understanding just how much this is the fucked-up punk-rock stoner Chloe we see through most of Life is Strange, and how much this is the naive happy girl with a fascination with pirates that we saw briefly in flashback near the end of the third episode. It's up to the player to some extent, and the moments where the game left this in my hands left me confused as to just how cynical and dark the Chloe I was playing as was, making me feel like I should be trying to role play this character I know rather than making my own decisions. The bits of the game that control Chloe for you (and the internal monologue she gives throughout) seem to be just as confused in this regard. I understand to some extent the point is that this is a Chloe that's not adopted the tough girl persona we see in Life is Strange, but one that is scarred by William's death and Max's perceived abandonment of her. This does often come across very effectively, with fantastic little lines of dialogue where Chloe seems to fluctuate between sadness and rage on the drop of a dime, but there's also a large part of the dialogue that just seems to indicate Chloe is totally one way before jarringly u-turning into the other mode after several minutes.
Despite these flaws, I'm excited to see where Before the Storm goes next. It's not much more flawed than the often cringe-worthy first episode of the original game, and it has some pretty high highs. It's inherited a lot of the strengths of the first game, and has interesting new twists on a lot of it. Getting to see a young and earnest Nathan Prescott, impotent to deal with the bullies that made him into the monster he is in the original, or a Victoria Chase who's not yet properly stepped into her alpha bitch role and hasn't learned to hide her inferiority complex is truly fascinating. The story of Rachel Amber and Chloe's friendship has some issues: It moves too fast and feels too important to the two of them way too soon, but it's nonetheless got some cool moments of genuine human connection that are up there with the very best scenes between Max and Chloe in the original. The new backtalk system is a cool mechanical replacement for the time-travel mechanic from Life is Strange, and is very appropriate to Chloe's character, especially in this period of her development. This feels like another Episode 1 of Life is Strange: Severely flawed and apparently a harbinger of a game that has deep-seeded issues niggling at a very strong core experience. The original managed to get rid of these issues as quickly as the very next episode. If the other two episodes of Before the Storm are as good as episodes 2 and 3 of Life is Strange, we might be in for something really great. It just needs to iron out the wrinkles as quickly and effectively as its predecessor.
Of course, the two standout features of the original Life is Strange were its supernatural elements, whereupon our main character Max can mysteriously rewind time and has visions of a weird storm wiping out town in a week, and the truly heartfelt but nonetheless complex relationship between Max and her estranged childhood friend Chloe. The supernatural elements were sort of a mixed bag. On the one hand, the episodes that focus most strongly on them (1 and 5) are by far the weakest, which I'd argue is a direct result of said focus. On the other, they're responsible for a lot of the good puzzles, the two strongest sequences in the game (namely the ending of episode 2 and the stretch from the last scene of 3 to the end of the first hour of 4), and the key ability to see the short-term results of each branch of big choices before committing to one path that gave decision-making a dynamic unique to the rest of the genre.
Chloe, however, is phenomenal. A combination of great character writing, a fantastic voice performance by Ashly Burch and a big old ball of complicated hang-ups, Chloe Price is the real reason to play Life is Strange. I basically have nothing negative to say about her as a character. Much like The Walking Dead's Clementine, Chloe is the biggest reason I like one of my favorite games of all time.
Nonetheless, I was incredibly worried when Life is Strange: Before the Storm was announced. Chloe as the playable character seemed like a fairly terrible idea after seeing how that turned out for Clementine in the mediocre second season of The Walking Dead. The announcement that it would focus on her relationship with Rachel Amber, the girl whose disappearance kicks off the investigation that Max and Chloe carry out in the original game, was also somewhat disappointing. I just didn't really want to see that relationship. In Life is Strange, Rachel Amber was held up on a pedestal as basically a perfect human being. Everyone except Victoria loved her, and it was implied that her spirit was acting as a guide to Max from the other world. Rachel Amber was the symbol of everything that Max wanted and needed to become. Having a perfect character like that in your story is a tricky thing to do well, especially in a world where everyone is as messed up inside as they are in Arcadia Bay, and I didn't want the game to take that risk for no reason. The other option is making Rachel Amber yet another teenager in the fucked-up world of Blackwell Academy, with her own hang-ups and imperfections. This would certainly make her more interesting, but that would kind of undercut her place in the story of the previous game.
That second option is exactly what Life is Strange: Before the Storm does in its first episode. Below her perfect facade, Rachel Amber is yet another teenager with the same types of problems that everyone else does. I do honestly enjoy the way she's presented in this game. She's friendly, cool, and instantly likable in a way that completely justifies Chloe's complete and utter infatuation with her by the time the first game rolls about, but only until the shit hits the fan, at which point she becomes an unreasonable angry mess of a human being. You can see features Chloe displays in the original but is missing in Before the Storm in Rachel, and Chloe even begins to pick up some bad habits from Rachel near the end of the episode. Unfortunately, this does mean that my pre-release fear came to be. Rachel Amber is a good character in Life is Strange: Before the Storm. She also makes the first game weaker by the sole fact that we ever get to see her on screen. I'm glad she's well written, but I'd rather she was never written at all.
Another big worry was, as previously mentioned, the use of Chloe as the playable character. Back when The Walking Dead Season 2 came out, I was immensely disappointed in the use of Clementine as the playable character in that game. I thought it promising pre-release, but it turned out she was completely unfit to the role. Whilst the game attempted to chronicle her slide from the innocence and naivete that the first season's protagonist Lee was so keen on protecting, it came across as forced, with Clementine being put in absolutely horrible situations for no apparent reason other than to make the audience feel bad for her. It turned out that when it was the player that was doing the thinking and decision-making and not the character you couldn't really make the character properly change that way. My preconceptions of who Clementine was prevented me from seeing the changes in her, and my own desire to make her commit certain actions as a player resulted in a frustrating disconnect.
Chloe is handled much better than Clementine, but playing as her still brings up a fair share of issues. The game puts a lot less choice on the player than Life is Strange did. There's only two major choices in the episode, and both of them seem to basically have all their consequences play out by the end of it. The less important general dialogue choices are also more tonal decisions than about actually affecting the flow of conversation. This means that Chloe is decidedly the same Chloe Price we met in Life is Strange, if somewhat younger and less cynical. This aspect of the game works pretty well, and it allows Chloe to go through a fairly satisfying little arc from the start of the episode to the end. Unfortunately, it also means that you don't really feel like you're properly controlling Chloe, or making any real decisions. Whilst the first Life is Strange was fairly linear in what you could do on the larger scale, you could push Max towards making drastically different choices at the local level. Take the beachside conversation with Frank in the fourth episode of Life is Strange, where you can have Max settle at anything from both Frank and his dog getting shot to everyone leaving the conversation having reconciled, and compare it to the argument with Rachel at the end of the first episode of Before the Storm, where no matter what you do the two of you make up and come to a mutual understanding.
Despite this, I still had a problem with understanding just how much this is the fucked-up punk-rock stoner Chloe we see through most of Life is Strange, and how much this is the naive happy girl with a fascination with pirates that we saw briefly in flashback near the end of the third episode. It's up to the player to some extent, and the moments where the game left this in my hands left me confused as to just how cynical and dark the Chloe I was playing as was, making me feel like I should be trying to role play this character I know rather than making my own decisions. The bits of the game that control Chloe for you (and the internal monologue she gives throughout) seem to be just as confused in this regard. I understand to some extent the point is that this is a Chloe that's not adopted the tough girl persona we see in Life is Strange, but one that is scarred by William's death and Max's perceived abandonment of her. This does often come across very effectively, with fantastic little lines of dialogue where Chloe seems to fluctuate between sadness and rage on the drop of a dime, but there's also a large part of the dialogue that just seems to indicate Chloe is totally one way before jarringly u-turning into the other mode after several minutes.
Despite these flaws, I'm excited to see where Before the Storm goes next. It's not much more flawed than the often cringe-worthy first episode of the original game, and it has some pretty high highs. It's inherited a lot of the strengths of the first game, and has interesting new twists on a lot of it. Getting to see a young and earnest Nathan Prescott, impotent to deal with the bullies that made him into the monster he is in the original, or a Victoria Chase who's not yet properly stepped into her alpha bitch role and hasn't learned to hide her inferiority complex is truly fascinating. The story of Rachel Amber and Chloe's friendship has some issues: It moves too fast and feels too important to the two of them way too soon, but it's nonetheless got some cool moments of genuine human connection that are up there with the very best scenes between Max and Chloe in the original. The new backtalk system is a cool mechanical replacement for the time-travel mechanic from Life is Strange, and is very appropriate to Chloe's character, especially in this period of her development. This feels like another Episode 1 of Life is Strange: Severely flawed and apparently a harbinger of a game that has deep-seeded issues niggling at a very strong core experience. The original managed to get rid of these issues as quickly as the very next episode. If the other two episodes of Before the Storm are as good as episodes 2 and 3 of Life is Strange, we might be in for something really great. It just needs to iron out the wrinkles as quickly and effectively as its predecessor.