Friday, October 12, 2018

Life is Strange: Thoughts on Four Topics (SPOILER ALERT)

UPDATE (10/25/2018): Three weeks from now will see the release of the first issue for the Life is Strange comic series. Here's a preview of the character designs:



As you can see in the image, there are four new characters that will be introduced in the story. What I found a bit worrisome is a quote from the Polygon article where this concept art was revealed: "The cast will include new characters alongside our original protagonists..." Maybe I'm just jumping to conclusions, but the wording explicitly said "original protagonists", not "original characters", meaning Max and Chloe... not Max and Chloe plus friends. And then we have this particular cover for the second issue:



Does this mean the rest of the original Arcadia Bay cast died? If so... then I better ready a good supply of tissues while reading, as the bagpipe version of Amazing Grace plays in the background.

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Happy International Day of the Girl everyone!

October 11. In the Life is Strange universe, this was the day that Max Caulfield had to make the most agonizing decision in her entire life. It's been over five years to that day. Having made two essays on the Life is Strange series, I felt that it was appropriate for me to mark this particular day with another essay, except this one will cover 4 specific topics. Over the course of writing the two previous posts, there were certain subjects discussed within the Life is Strange community that caught my attention... some of them were almost as fiercely argued as the whole Bae vs. Bay debate. So, without further ado...

Warning: The following post will discuss suggestive topics. Please stop right here if you are uncomfortable with reading such material.



Topic 1: Girls or Boys?



One of the questions that at least one newcomer to the series will bring up is this: So, what does Max prefer... guys or gals?

Believe it or not, the answer to this question is not as straightforward as it seems. With over 3 years to boot, there have been a lot of comments on this matter. After going a ton of evidence presented by all sides, the short and simplest answer to this question is: Max is confused.

Or, if you want it more bluntly, she starts out as a bi-curious asexual... to say the least.

At the start of the game, she'll make comments such as how she likes skater boys. She even jokingly writes in her journal that she wants marry Mr. Jefferson (before she found about his true nature). Later on in the game, however, closer examination of some of her actions, voice overs, and journal entries suggest that she was slowly (heavily I dare say) getting attracted to the company of women... 

As one fan noted: "Max [seems] open-minded and accepting of all sexualities but [is] too shy and socially awkward to have explored who she is yet in that sense, and I don't think it's been much of a priority.... She gets embarrassed very easily (or brushes it off as a joke) when sex is mentioned."

With Life is Strange being a choice driven game, it's up to you the player to decide if Max will act on her feelings, or you can just ignore them all together and leave them in the closet. Irrespective of gender, if Max decides romance someone in the game, by that point she can be considered as a demisexual (that's a real term; click the link for more if you want to know why Max fits in largely into that label). On that note...


Topic 2: A thousand ships





One thing I like about Life is Strange is the depiction of its female characters. Unlike most games, females weren't objectified as sexual objects. There are people who will say that the game sucks because there are no supermodels among the cast. So it was rather bizarre going into fan sites after playing the game for the first time to find out that one of the hottest things to talk about is: Who does Max fall in love with?



For a girl who is endearingly naive about all sorts of things, especially romantic love, and who has the girl next door quality about her physical appearance (and her personality), its really surprising that Max is the face that launched a thousand ships. For someone who was never meant to emulate Helen of Troy, this is a real feat. The wonderful fanart I've compiled just for this part of the blog post is a testament to that fact. Fans have paired Max with all sorts of other characters from the game, and the following list is a quick overview of the most popular ships:
  • Max and Chloe (Pricefield)
  • Max and Warren (Grahamfield)
  • Max and Victoria (Chasefield)
  • Max and Kate (Marshfield)
  • Max and Nathan (Caulscott)
As you can see from the above list, 3 out of the 5 romantic pairings aren't even choices that you can make in the game. Anyway, here are my random thoughts on these five pairings.


SS Caulscott
Caulscott: I'm sorry to say this, but Max falling in love with Nathan feels like a byproduct of a condition such as Stockholm Syndrome. The only time I was truly convinced such a relationship could work in a believable manner was in the excellent fanfic The Sense of Me. But even in that story, Max and Nathan eventually end up as good friends instead of lovers. Unless Nathan from the Alternate Reality didn't suffer from child neglect and is more mature than Warren, then perhaps it may work (assuming Victoria from that same timeline doesn't have romantic feelings for Max).


SS Marshfield
Marshfield: Kate and Max being more than just friends? Whoa, hold on there... was there a part of the game that dropped this huge bombshell that I wasn't aware of? I understand the appeal of the relationship (it seems cute), but considering how conservative Kate is within context of the game, this is a rather unlikely romance. Unless somehow Kate ended up like the protagonist from the movie Novitiate.


SS Chasefield
Chasefield: Victoria has a thing for Max... hmm. Now this romance actually kinda makes sense in the context of the Alternate Reality that Max created when she saved William Price from dying in a car accident (that same reality where Max wears a purple cardigan instead of her iconic grey hoodie jacket). In that timeline, it's worth remembering that she ends up being a member of the Vortex Club, loves partying and drinking, and even takes recreational drugs. So, who is to say that during one rather rambunctious Vortex Club party, Max and Victoria got so drunk they ended up doing... steamy things at the after party hangover ( ͡° ͜ʖ ͡°).


Who will win?
Now we get to the real debate... one that was instigated by the game itself. Besides Bae or Bay, if there was a question that would provoke a passionate response from the fanbase, it would probably be this: Chloe or Warren?


Seasons Greetings from SS Pricefield!
Pricefield: Considering how Chloe-centric the game is, there isn't much for me to add for this relationship. Sorry Warren, but your quest to win Max's heart wasn't the focal point of the story. The chemistry between Max and Chloe is captivating, and is perhaps the heart and soul of the game. Personally, I view their relationship as an unconditional love. A love that, based on how one described C.S. Lewis' interpretation of it, "loves the unlovable, the undeserving, and the repulsive. It gives all and asks for nothing in return. It is the one that takes the greatest chances. It is also the one that experiences the most loss." I can't speak for your typical Pricefield shipper, but I see Max and Chloe's bond as an idealized love, regardless of whether or not their relationship develops into anything romantic; and definitely not as a means to an end that involves anything salacious ( ͡° ͜ʖ ͡°). I'm going to have to agree with Hannah Telle (the voice actress for Max) when she said "Their relationship is bigger than that. Bigger than love. Bigger than romantic.For all intents and purposes, I say they are soulmates. So you can consider me as a Pricefield supporter in that sense.

SS Grahamfield
Grahamfield: (Since fans of this relationship seem like a silent majority, I've a lot to say about this.) Now onto the last pairing. Ah yes, the boy next door falls in love with the girl next door. As a guy who is as geeky as Warren, I can totally see why he would have a huge crush on a girl like Max. In fact, I envy him in that regard as I've yet to come across a girl who I can relate to as strongly as Max. I'll admit that one reason why I support this relationship is out of wish fulfillment: a geeky guy finally falls in love with a cute girl who is on the same wavelength whenever they talk about their favorite books, TV shows, films, and video games. Since Grahamfield is the most popular heterosexual ship in the fanbase, Warren gets a lot of undeserved hate from gamers who see him as the biggest obstacle to pure Pricefield bliss. I feel that another reason why people dislike the notion of Grahamfield is that they can only see it happening if Chloe is dead. One comment that got my attention about a month ago gave the impression that in a Sacrifice Chloe ending, the whole Max and Warren friendship was just a 1 year school thing, soon to be buried in the past the moment Max got her chance to get away from Warren. That really feels wrong. It rubbed me the wrong way because such a scenario could occur if Max's subconscious fears about Warren were indeed true. Warren as a guy who Max will be glad to forget when she's in college is not the same Warren that I became a fan of. Or that Max didn't actually care for Warren as friend but nothing more than a lovestruck fool she just used to pass the semester. I don't think the Max that won my admiration would do such a thing. Another point that a certain group of fans would bring up are the lack of journal entries where Max would admit any romantic feelings for Warren. They bring this up as evidence that a Max and Warren romance was never bound to happen. Well, it seems that these people are forgetting the context of these characters' relationships. By the time the game's events take place, Max and Warren have known each other for less than two months. Chloe, of course, was her childhood best friend who she didn't keep in touch for the last five years. Max has deep feelings of regret that she abandoned Chloe. Based on these facts alone, it's no contest. Who are you more likely to fall in love with: a FNG you've known for only a few months or the one person who is your soulmate? Whatever natural development was underway between Max and Warren's relationship at the time took a major backseat the moment Chloe showed up in her pickup truck. And another fact I want to bring up: feelings are not set in stone, especially when it comes to fictional characters. For instance, in the Harry Potter series, it was no guarantee that a Ron and Hermione romance was bound to happen based on the context of the first book... yet it did. Another example would be in Star Wars, where Han Solo was attracted to Princess Leia, but the feeling was not mutual until The Empire Strikes Back, the sequel. Using A New Hope as an analogy, in the case of Life is Strange, Max is Princess Leia to Warren's Han Solo. She doesn't feel strongly for Warren as a love interest in context of the game (especially when compared to Chloe), but that should not rule out a post game romance. As mentioned earlier, if Max romances someone, she can be counted as a demisexual. And one of the characteristics of a demisexual is this:
Whenever you have entered into a serious relationship, it has almost always occurred with a friend because you both respect and love each other even before the capacity to be intimate existed between you two.
If Max kissed only Warren or both him and Chloe, the journal will state that Max wanted a kiss from someone who she cared about. If Max doesn't kiss anyone at all, she'll write that "maybe I should have kissed one of them for posterity..." Take note it doesn't state that she wanted a kiss only from Chloe or just Warren. If there was anywhere in the game to indicate Max was completely shutting down Warren's chances of being more than just a "supercool geek brother", this should have been it (it's her private journal after all). And here's one suggestion that I've yet to see someone bring up when defending this relationship: if Max and Warren got married, it would be great to think that their kids end up having Warren's brains and geekiness but with Max's compassion and principles. I find that prospect enticing by virtue of the fact that after all the tragedy that she had to endure, Max gets to have a happy future with beautiful and loving kids.

I've a rather unconventional position where I've no "one true pairing" and (one way or another) I support both Pricefield and Grahamfield. Which adds yet another reason why the game's ending was so screwed up for me: regardless of what ending I choose, a loved one will have to die. In some post game future where both Chloe and Warren survive, it would be interesting to see how Max would deal with the love triangle that players like myself got her into. If some fans can come up with Amberpricefield (yes, that's a thing), I imagine that in one possible future, Max somehow made things work and got into a polyamorous relationship with Chloe and Warren, the "two people [she] truly cared about." I'll leave it to your imagination what such a relationship entails...  

On the flip side... if Max romances nobody whilst Chloe and Warren become her two BFFs, they would form an interesting decision making team. When confronted with a dilemma, Warren would point out the logical thing to do. Chloe would give us the emotional response. And it would be up to Max to find a creative third option that resolved the tension between logical and emotional responses. Wait a minute... why does this sound familiar?




Topic 3: Racy fantasies


With a rather unusual (and at times obsessive) interest in shipping in the Life is Strange fandom, it was only a matter time that some fans would turn to fan fiction to help in making their shipping fantasies a reality.

Now it wasn't enough that Max would fall in love with the character of their choosing, but even in some stories, she somehow ends up in situations that feel totally out of character for her.


When they said that Max and Chloe are going to "tie the knot", this was not how I imagined it.

For purposes of this topic, we are going to talk about smut fanfics. I'll admit, the samples some fans have recommended were well written enough that it was difficult to get dirty thoughts out of my imagination right after reading them ( ͡° ͜ʖ ͡°) . And I get the appeal of two girls "getting down and dirty" with each other. But Life is Strange did not resort to nudity and sexual content as a hook for players to remain invested until they finished the game. There was no need to degrade Max or any or the female characters by turning them into call girls or the like. If anything, Max's innocence helped made her an endearing protagonist. The relationships in the game are not a vehicle with the goal of ensuring sexual gratification for the players. The appeal of the characters had nothing to do with anything explicit, and having a quick glance at those selected fanfics reminded me of that and more. Yet, here we are... where fanfics that are the Life is Strange version of Fifty Shades of Grey exist. If Max was as lewd as how these smutty stories depicted her, it's no stretch to think that she would have taken advantage of Warren's friendship and raped him in the shower just so she can have "fun."

Don't get me wrong. I'm not saying fans should stick to cannon when writing stories or creating artworks, but I think its worth remembering why fans like myself were invested in Life is Strange in the first place. And explicit material has nothing to do with it.

Topic 4: No regrets vs. I can't live without you


The final topic I want to talk about is Max dealing with the destruction of Arcadia Bay and/or Chloe's death. Specially, how a certain group of fans justified one of the endings.

While researching for my essay on the game's ending, some fans claim that in a post Bae world, Max and Chloe have a fairy tale ending. Though I believe this is the endgame, to claim that Max and Chloe would not feel bad for the hundreds of people who died in the storm (especially if among the dead are characters like Joyce, Warren, and Kate) just feels wrong. If this was Cersei Lannister blowing up hundreds of people with wildfire, sure she can sleep easily with the blood on her hands. But Max and Chloe are definitely not cold-blooded monsters like Cersei. Going back to what I wrote in my essay about the ending, Max will be scarred for life by that final decision... and that includes the Bae ending. If trained soldiers can suffer the effects of PTSD, how much more for an 18 year old girl who doesn't like guns and killing? And what about the punk girl who was ruined after her real dad died when she finds out her mom is dead too? With there being no right or wrong ending, I'm of the opinion that there is no real happy ending for the game as well. Unless somehow everyone Max and Chloe cared about (friends and family) miraculously survived the storm, then I can agree that Sacrificing Arcadia Bay is the "happy ending." 

And what of the idea that Max would have willingly and without hesitation sacrificed the lives of hundreds of innocents to ensure Chloe's survival? If you ask me, that sets her on the same road that lead Anakin Skywalker to become Darth Vader. Remember, Anakin ultimately fell to the dark side because he loved Padmé Amidala too much, and I think you'll agree with me that I don't want Max going down the same path.

Another reason why some fans chose to Sacrifice Arcadia Bay was the idea that Max would be alone in this world, that she never be happy again as she has nothing left in her life and would eventually become crazy or worse. Reading variations of the same response gave me a bad impression.

First off, such a notion feels like a disservice to Max's character. Max going down a path where she might end up like Hannah Baker from 13 Reasons Why? No way. Suicide is for the weak. I think we can all agree that Max is better than that. Did these people forget that this is the same Max who tries to save Kate from killing herself? Just because Chloe can be considered as Max's soulmate, it should not signify that her entire reason for living revolved solely around Chloe. This accidentally paints a portrait of Max being in a codependent relationship; "a relationship where both sides are not good enough or complete enough by themselves so they need to find someone else out there (a family member, friend or a boyfriend or girlfriend) to fill a hole in them and make them whole." According to several websites, signs of codependency include:
  • Finding no satisfaction or happiness in life outside of a specific person.
  • An inability or unwillingness to socialize without your partner.
  • To experience a one on one relationship, you are not attracted to a person who is kind, stable, reliable and interested in you. You find such “nice” people boring.
  • Losing contact with other friends or family.
  • A tendency to do more than your share, all of the time.
  • An exaggerated sense of responsibility for the actions of others.
  • You feel it is your responsibility to “fix” everything for your partner. 
  • You have difficulty making decisions and often doubt yourself.
  • ...when your sense of purpose in life wraps around making extreme sacrifices to satisfy your partner's needs. A co-dependent will do anything to hold on to a relationship to avoid the feeling of abandonment. (hmm... this kinda sounds familiar)
Going over the signs that a person might be a codependent, it was kind of shocking to find out that some of them can apply to Max. With that in mind, it's worrying to think that with some characteristics of codependency already in place, it wouldn't take much for a Pricefield relationship to go down south. If it does, it's no longer the idealized love I wrote earlier... it becomes an unhealthy obsession. Which goes against the presentation of the Max and Chloe dynamic that many fans became so invested with. Their relationship as presented in-game (regardless if it ends up romantic or not) is interdependent; "a relationship where both sides are self-sufficient, love and respect themselves but decide to share their lives with someone else to create a synergistic effect which is bigger than the sum of their parts." Whereas codependent couples are usually out-of-balance, in a healthy interdependent relationship, the give-and-take is relatively balanced and equal. Balanced and equal? Sounds like that can be summed up by one of the most iconic images from the game:



If that scene of Max and Chloe balancing each other on the railroad doesn't perfectly capture the essence of their relationship at the most basic level, I don't know what will. Max and Chloe are literally like yin and yang. Distinct, but interdependent as they bring balance to each other. Going back to what I wrote earlier, Pricefield for me is also an unconditional love. You know what kind of relationship in real life that can be considered as an unconditional love? The love between normal parents and siblings. Whether we are prepared for it or not, there will come a time when all of us have to face the reality of having your mom, dad, and beloved siblings not being around anymore in this life. Going by the logic that some are suggesting, maybe we should all go nuts and stop trying to live anymore when such a day comes. Yes, we should mourn the loss of our loved ones when they die, but it shouldn't become an anchor that would eventually drown us.

(Now come to think about it, here is one probable - albeit subconscious - reason why some players are so apprehensive to Sacrifice Chloe: she's not just a great character, but she is a stand-in for the people in your life who you unconditionally love. Chloe is your parents and family, your sweetheart or spouse, your best friend/s... the people who also love you unconditionally with all their heart.)

And secondly, one would have to assume that Warren and Kate never considered Max as a genuine friend. That Chloe was the only person that cared for Max in this world. That Warren and Kate never step up to the challenge to help Max get through what would be the worst time of her life. Going back to the Sacrifice Chloe ending, you can clearly see that Warren and Kate attend the funeral, despite not being friends with Chloe. As I've written in my post about the game's ending, these two are at the funeral not because of Chloe, but to show their unconditional support for Max. I hope that this was Dontnod's way of saying that "sure Chloe died, but that doesn't mean that no one will be there for Max."


"At the point of crisis... hope is a weapon... survival is victory."

Dear God, if only Dontnod had written the major characters as one dimensional caricatures, I wouldn't be bothering with all of this. But no, they are "real human things in the story, relatable ones"... ones that I fell in love with. These characters acting differently to their established personalities is akin to Luke Skywalker becoming a grumpy old man who dismissed his own nephew as doomed to the dark side instead of (at least) trying to save him like Darth Vader... oh wait, that did happen in the mythical fan film known as
The Last Rian Johnson Movie.

I want to believe that while Max would have preferred her life "to be special... an adventure... but not without" Chloe, she eventually rediscovers happiness if she decided to sacrifice her best friend. Max eventually overcoming "obstacles through the blizzard" in the wake of Chloe's death with Warren and Kate's help is a view that I hold dear. Why? Because if she can get through it, then we too stand a chance (with help from family and close friends if need be). Hope is indeed a weapon, "a powerful weapon even when all else is lost." As Confucius said, "Our greatest glory is not in never falling, but in rising every time we fall." And to quote Richard Nixon in his farewell address:
We think sometimes when things happen that don't go the right way... We think that when someone dear to us dies... we think that when we suffer a defeat that all is ended.... Not true. It is only a beginning, always.... because greatness comes not when things go always good for you, but the greatness comes and you are really tested, when you take some knocks, some disappointments, when sadness comes, because only if you have been in the deepest valley can you ever know how magnificent it is to be on the highest mountain.
Her struggle to combat the negative effects of Chloe's death, and prevailing in the end would be an inspirational story in of itself (a story that, in my opinion, was masterfully told in the fanfic The Sense of Me). As one fan said, Max is an "18-year-old girl confronted by an impossible set of choices. I think it is a tribute to her mental and emotional strength that she wasn't destroyed by this experience." That fact alone is an ideal we should strive towards, and one of the many reasons why Max Caulfield is now one my favorite fictional characters of all time.

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But I don't want to end this post on a bittersweet note, so here's an impressive fan art I found to celebrate Red Dead Redemption 2's release (this was way too cool for me to leave alone):



And here's a drawing I found for a proposed Life is Strange 2 ending:


Monday, October 1, 2018

The Road to Life is Strange 2

In my last blog post, I wrote an essay about the ending of the 2015 video game Life is StrangeIn this post, I'm going to be talking about the catalyst that caused me to finally write about my thoughts on that game's ending - namely the next installment in the series, Life is Strange 2.

From the moment I finished my first playthrough of Life is Strange last year, I did a little bit of homework regarding a sequel. Long before the next game was formally announced, I was aware of DontNod's intentions of treating Life is Strange as an anthology series, i.e. different characters for each installment. Being a fan of the Assassin's Creed games and the Dragon Age series, I'm already acquainted with the notion of changing protagonists and settings for each game. With this fact already in mind, I braced myself for a new Life is Strange game that did not involve Max Caulfield as the protagonist. But what I didn't count on to affect me personally was how this new game was marketed.

The first thing that Square Enix officially revealed about DontNod's new Life is Strange game was this announcement trailer:


Personally, the one thing I found intriguing about it was when one fan said the next game would somehow involve string theory. Anyway, what was probably the most notable thing about the trailer was the fact it all but confirmed that this new game would officially be called Life is Strange 2. And, in my opinion, this is where the problems started....

I was surprised at the fact that Square Enix and DontNod decided to push through with calling this next installment as Life is Strange 2, despite DontNod's aim to have new characters in this game. We'll get back to this point later.

Then on August 2, 2018, a real teaser trailer was released:


Being a teaser trailer, it didn't show much. At the end of the trailer was this promise:


Like any fan who was curious to see what would be shown next, I marked my calendar down for the reveal.

Then came that fateful day. What did Square Enix reveal? This:


And this:


After watching both videos, I was underwhelmed with the material presented. "All will be revealed, and this is what we get?" was my initial reaction. It felt bad that I had to rely on a video made by a dedicated fan of the series to get a good summary of what Life is Strange 2 had to offer instead of the official reveal.

But I wasn't the only one who was underwhelmed. Turns out, a sizable portion of the fanbase felt the same way, with some expressing their disillusion with the question "Where's Max and Chloe?" And we'll talk about that in a bit.

Weeks later, a behind the scenes video was released, followed by two character spots. Then finally came the launch trailer on September 20, 2018:


By default, this was the best trailer presented for the game thus far. The first episode rolled out days later, on September 27, 2018.

With that little trip down memory lane out of the way, time to talk about...

How not to treat your sequels

In an age where hype culture has become an art form, it was rather odd seeing the reactions to Life is Strange 2's marketing. 

In theory, given how critically acclaimed and beloved the first game was to most gamers who experienced it, people should have been swooning over the moment the game was officially announced. Instead, the reception varied. Of course you have folks that were hyped for the game. But there were people who, while opened minded about the game, weren't all that ecstatic. Then there were fans who, after seeing the trailers for the first time, asked whether or not this second installment would involved Max and Chloe. Some even dismissed this game outright, stating "No Max and/or Chloe = no sale." Such reactions provoked some fans to come into Life is Strange 2's defense, parroting Dontnod's excuse that Max and Chloe's story is over, that the first game was a "whole story, a complete story", that everyone should embrace these new characters and trust in DontNod. But how did it came this?

My two cents on the matter revolves around a couple of factors. The first is that this installment costs $40. A part of what made the first game a runaway success was it's low cost of entry. A newer game not starring your favorite characters asking for more isn't an attractive proposition for some folks.

A second factor would be the lackluster marketing. What I'm hoping is that the marketing ended up in its current form because of DontNod's desire of not wanting to spoil anything major. While we are on the subject of marketing, the tone and mood being driven by the trailers seems rather dark and gritty compared to the first game's seemingly carefree atmosphere. On the contrast between the tone of the two games, one fan on Reddit said it best:
I think new characters is FAR from the only difference here. In fact, I would go as far as to say the universe of Season 2 doesn't feel the same at all.
In Season 1, Arcadia Bay was a fantasy frontier town, a modern Wild West setting with its own shadowy government (the Prescotts), the corrupt cops, the freaking Hogwarts-Blackwell, etc. Seattle was this mystical place friends disappeared to, never to be heard from again. San Francisco was an art gallery you had to travel to by plane. There was no Obama, 9/11, 2008 recession, Sandy Hook, or Bin Laden getting whacked.
Fast forward three years to season 2. Suddenly, it's the Wall, ICE and Trump and Hillary debates, and police shootings. Seattle is now a real place and Arcadia Bay Fantasyland is "the past."
I'm not saying we shouldn't give Dontnod a chance, but there's definitely more to the difference between the games than "just new characters".
Another thing to consider was the poor communication of DontNod's plan of treating Life is Strange as an anthology series. It was so bad, that most fans had to be told by other fans about this fact. It didn't help the fact that this game is called Life is Strange 2. Why did some fans find the transition jarring, you may ask. Consider the following scenarios:
  • The Empire Strikes Back starring not Luke, Han, and Leia... but instead skips to Rey, Finn, and Poe.
  • Indiana Jones and the Temple of Doom with Allan Quartermain as the protagonist.
  • Back to the Future Part II with none of the major characters from the last installment.
  • The Godfather Part II where Vincent Corleone was the protagonist, and no Michael Corleone in sight.
  • Prince Caspian featuring new people, and zero involvement from the Pevensie children.
  • Harry Potter and the Chamber of Secrets with Newt Scamander in the lead.
  • A fourth season of Star Trek: The Original Series but with the Next Generation crew... and no films like The Wrath of Khan, The Voyage Home, and The Undiscovered Country to ease the transition and give Kirk & his crew a good sendoff.
  • Firefly Season 2 being made, but without Nathan Fillion or anyone from the first season in a leading role.
  • Mass Effect 2 jumping to the Ryder twins and the Andromeda Initiative (who cares about Shepard and the Reapers?)
  • Halo 2 with Jameson Locke as the protagonist, and Master Chief relegated to a cameo role at best.
  • Iron Man 2 with Peter Parker and friends taking the spotlight, and Tony Stark in the background.
  • A sequel to Man of Steel that is not really a proper sequel, but instead has both Batman and Wonder Woman... oh wait, that did happen.
  • A Prometheus sequel where the questions to the first film were left unanswered and the protagonist was killed off screen.... hold on, that happened too.
Now some people will try to defend the decision by pointing out to franchises such as Final Fantasy or True Detective. But here's the thing guys. As the above list of examples show, those are the exception, not the norm. Even with the last two examples, film studios were at least upfront by not labeling Batman v Superman as Man of Steel 2 or Alien: Covenant as Prometheus 2. Square Enix and DontNod could have saved themselves a lot of trouble by calling this under a different name. Something like Life is 2 Strange or Life is Stranger, or Life is Strange: New Frontiers or Life is Strange: It's a Long Road, or even a simple Life is Strange: The Second Season. This begs the question: why did they settle on the title Life is Strange 2? I've two possible reasons:
  • It's an attempt to cash in on the success of the first game by misleading fans to blindly buy this game since it has a number 2 on the title.
  • This game is more interconnected with the first game than what so far has been advertised.
I'm seriously hoping it's the second reason. I want to believe that there's a higher purpose to why DontNod settled for the current title. I know the following suppositions l will sound like a Hail Mary, but hear me out. What if Max herself is involved in a critical plot twist in a later episode (likely to be the fifth episode, if at all) that DontNod doesn't want to reveal? Or that Max does show up in the game, but has the same amount of screen time as Luke Skywalker did in The Force Awakens? If it's anything like what I've said, it makes sense why she isn't featured in any of the marketing. In the first instance, they don't want to open the mystery box. For the second, they don't want disappoint fans any further by giving them the impression that Max has a larger role than what it really is. But given DontNod's seemingly dismissive attitude towards the characters from the first game, I wouldn't get my hopes up... just to be on the safe side.

All of these factors, coupled with the first game's horrible ending, didn't do Square Enix and DontNod any favors when trying to win everyone's hearts and minds to this new game.

Personally, I'll reserve final judgement once all five episodes have been released. Fingers crossed that Season 2 will be better than what the marketing has suggested.

The Rest of Us, aka the Uninterested Parties

With DontNod taking the Life is Strange series in a new direction beyond Arcadia Bay, not everyone wants to blindly jump in the bandwagon. If you are one of those fans, thankfully, there are two things to look forward to.

First is a 4 part comic series from Titan Comics that will take place after the Sacrifice Arcadia Bay ending.


But, what about the fans who are in the camp of "the needs of the many, outweigh the needs of the few?" We'll you are in luck too. There's a fan project aiming to turn the fan fic Better Then into a 3D animated short film and an audio drama.


For those out there thinking that the other half of the fanbase that aren't willingly embracing the Diaz brothers due to a desire of wanting endless Max and Chloe sequels, I want to say this. No, that's not what they are after. All they want is at least one more good story with such great characters in the limelight. Personally, I believe that so long as a story doesn't end up being poorly executed and that the characters have yet to be given a satisfying ending that ties up all major loose ends, why shouldn't they have one more adventure?

Max and Chloe (along with the rest of the Arcadia Bay cast) are both a blessing and a curse for DontNod. A blessing in the sense that they were one of the key factors that made Life is Strange a surprise hit. A curse because, despite wanting to deal with different cast for the next installment, they gave these characters an unwarranted, lackluster ending, and that they were too well made to be relegated to only one game or story.

Friday, September 28, 2018

Life is Strange: Why the ending was so bad (MAJOR SPOILERS)

"...we can care deeply, selflessly for people we know, but our empathy rarely extends beyond our line of sight." - Dr. Mann (Matt Damon), Interstellar
In 2015, a little known French game developer called DontNod Entertainment released an episodic adventure game called Life is Strange. Set against the backdrop of the (seemingly) idyllic town of Arcadia Bay, the game puts players in the shoes of Max Caulfield, an 18 year old aspiring photography student. You live out five days of her high school life in the game.

Yeah I know, at first glance this kind of material is anything but exciting. But oh boy, I was in for one of the biggest surprises in all my years of gaming. Long story short, I experienced a game that overall earned its place as being one of the best games of the decade, and proved to me why it's so highly rated on Steam and the Xbox Store, ranking alongside esteemed titles such as The Arkham Trilogy and The Witcher 3.




Is the game perfect? Sadly no. There are a couple of hiccups along the way. But I'll focus on the biggest shortcoming. That ending. When Honest Trailers declared that Life is Strange's ending was as bad as Mass Effect 3, they weren't exaggerating. Ever since that final episode literally "Polarized" gamers who stuck all the way to the end, there have been countless discussions on why the ending was terrible or what was the right ending; the unofficial term for this debate is "Bae vs Bay." With Life is Strange 2 already out, I wanted to get my personal thoughts on the ending out of my system. After reading numerous threads, comments, essays on the matter, here are my two cents on why the ending of Life is Strange didn't work.

Reason 1: The product didn't function as advertised

Every time you start a new episode of Life is Strange, this screen will pop up before the first cutscene:



And when playing the actual game, there are times when a notification pops up stating "This action will have consequences." In case you haven't noticed yet, the game emphasizes that this ain't a linear story like that of a Naughty Dog game. There are multiple outcomes to certain scenarios because of your actions in game.



SPOILERS INBOUND FROM THIS POINT



With that being said, the game's ending literally breaks its own rule of "your choices impacting the story." It became a binary decision at the end.



And it's a decision that doesn't even take into consideration (at the very least) the significant choices you've made. For example, you can be a mediocre friend to Chloe and yet still save her at the eleventh hour. Alternatively, you can try to ignore the other friendly characters in the story and focus virtually on Chloe, but still choose to sacrifice her in the end. Your choices prior to the very end won't matter in game when that final binary choice crashes in. And on top of all that, one of the game features being advertised on Steam is none other than:



When a game where "choice matters" has an ending that is not as dynamic as Call of f*cking Duty: Black Ops 2's endings, something is horribly wrong. The tagline for the 2009 young adult novel If I Stay perfectly describes the problem: "Imagine if all your choices were gone. Except one. And it's the only one that truly matters."

Now the game negating all the decisions you've chosen is the easiest reason to point out why the ending didn't work. But there are other factors to consider.

Reason 2: Defining a character

One of the strong points of Life is Strange are the major characters. And Max herself is a good character in her own right. Unlike your typical RPG protagonist, Max is not a blank slate that the player can completely project his/her own beliefs. If you've been paying attention while playing, she has her own thoughts and reactions throughout the events of the game. Her journal chronicles some of her inner feelings on what transpires in the story. In my opinion, the fact Max is not a blank slate is a huge factor why the ending didn't pan out.

If Life is Strange was a normal choice driven game, you would have the freedom to play light side/paragon or dark side/renegade. Hate a certain character? You can go full on renegade. Have a soft spot for your companion? Be a paragon. With this in mind, Life is Strange doesn't allow you that freedom, with very few exceptions. For me, the major choices that feel renegade on the top of my head are: Make fun of Victoria, Try to shoot Frank, and Steal the Money.

So why did I bring up the whole paragon/renegade system? Because in Life is StrangeMax goes (intentionally) renegade on people who she herself feels is worth giving the middle finger. Not you, the player... but Max herself. Her feelings are the final arbiter to give you the option to go dark side. For example, when Warren asks Max to go out to the movies, there is no real renegade option to tell him to literally f*ck off; she'll only politely decline his offer. Why? Because she considers Warren as her friend. On the flip side, when Max is being held captive by Mr. Jefferson, there's a dialogue choice where you can only select either "Fuck you" or "Eat shit and die", with no other option to perhaps stay silent or say something that ain't renegade. Why? Because Mr. Jefferson by that point deserves all that hate and no sympathy. If you meet up with Frank in the Two Whales Diner in Episode 5, Max will say she's sorry for Frank loosing Rachel - even if you tried to shoot him. Why? Because Max knows deep down, Frank is a good person who is a victim of bad circumstances. Since Max doesn't give players the luxury go full on paragon or renegade by virtue of her not being a blank slate, this is especially problematic for what the ending represents.

Sacrificing Arcadia Bay makes sense if you were a paragon only towards Chloe, and no one else. Sacrificing Chloe becomes less painful if Max really showed what a worthless friend she became. But no, Max will have neither of that. Her actions, voice overs and the thoughts in her journal shows that she leans heavily on the paragon side. Max is too compassionate and emphatic. If she was not, she wouldn't be distraught at the thought of letting either Chloe die or allowing the town to be destroyed. Had Max been a blank slate, her reaction at the final decision in game should have been a reflection on how she treated Chloe and the rest of the characters. Since Max is not, it's really jarring that she is forced to choose when she would have wanted (in all likelihood) to save everyone.

Reason 3: Putting a square peg in a round hole

But how did we get to this ending in the first place? According to a couple of interviews with the game developers:
"...[the ending] choice is really a metaphor for growing older....The whole game is about how in real life you do make sacrifices and cannot go back and make the other option. When you are an adult you sometimes have to make difficult decisions."
"...you have to face consequences. That's the message of the game...We're really happy with those endings, because it really conveys for us that main message. You cannot try to cheat everything...Either you have to accept grief, to accept the death of a loved one or the other choice is to take the decision to sacrifice everything else you know for the person you love - you have to choose to accept that pain....I don't think we'd change anything."
"You make a sacrifice to accept your life as it is, to stop trying to have a perfect life, changing everything, and to stop looking to the past. This is the metaphor and the theme of the game. Somehow, you need to accept grief, you need to accept the past, you need to stop trying to make everything perfect, and then think about the future. To make a compromise, and then go for a while and try to make the best of your future, not by changing the past."
With these quotes in mind, it becomes clear that DontNod wanted an ending that revolved around the theme of "you can't make everything perfect." But it's tempting to speculate they wanted this at the cost of an ending that had coherence with the notion that "choices matter." They had good intentions, but judging how players have reacted, the execution backfired. The intent behind the ending also runs contradictory to Episode 2's launch trailer, where the tagline asked "What if a great power was bestowed for a greater purpose?". How can there be a greater purpose in the grand scheme of things if the point of the ending hinged solely on teaching players the lesson that there are times in life when you'll be forced to make a sacrifice?

The ending could have been a way of judging whether or not Max was worthy of having her powers. By allowing society to die in the Bae ending, Max surrenders her responsibility to society, thus proving her unworthy. On the other hand, in the Bay ending, Max shows that she's willing to accept great responsibility - even at a high price to her personal desires - thus retaining her powers. But the game itself leaves it to your imagination when it came to answering the question if Max keeps her powers or not by the end.

Speaking of themes, one of the best video reviews on the game interpreted the ending as a choice between "sacrificing for the greater good" or "learning to live with your mistakes", but notes how incompatible they are and "that a sizable portion of the game will be rendered meaningless." As the video points out, those two ideas aren't something that we get to choose separately, and that "maturity means doing both."

Hell, I even tried to come up with an interpretation based on the idea that Life is Strange is a superhero origin story. In that context, I imagined that the final decision was a statement on what kind of superhero Max wants to be, i.e. her ideology. Sacrificing Arcadia Bay means going down the path of individualism or ethical egoism, "pursuing your own best interest and protecting the ones you love, because in turn they bring you happiness." Sacrificing Chloe stands for collectivism or selfless heroism. But even in this context, the whole individualism vs. collectivism conflict falls apart when we consider the fact Max is not a blank slate. As discussed earlier, Max is more on the paragon side of things. She helps out others because its the right thing to do, and not for her own betterment. Nowhere in the whole rooftop scene in Episode 2 did it feel that Max was trying to save Kate for the sake of being recognized as a hero. You can't be a pure ethical egoist since Max doesn't give you the luxury of being one. She truly earns the nickname of Super Max (cue the John Williams or Hans Zimmer Superman themes in the background).

Honestly, it's very difficult to come up off hand with a good ending that was coherent with the game's promise of "choices matter" but simultaneously satisfied the condition of teaching players the lesson that your actions will have negative consequences.

Part II: Softening the blow

With all that being said, let's talk about fixing the ending. For the sake of time, we'll only talk about improving the current material instead of creating wildly different endings.

If I was given the task of improving the current endings, I would definitely first work on the Sacrifice Arcadia Bay one. Inspired by Mass Effect 2's ending, we get to see who lived or died in the storm depending on Max's actions. Did you show zero affection for Warren? He dies. Did you help out Alyssa all the way? She lives. Did you make fun of Victoria? She dies. Did you talk to Taylor about her mom? She lives. And so on. Even this principle would apply to the Sacrifice Chloe ending, albeit in more subtle ways. Did you romance Warren? If yes, Max should lean on him or hold his hand during the funeral. Did you comfort Victoria? If yes, then it provides a rationale why she shows up. Were you a good friend to Kate? If no, then she doesn't appear in the funeral.

Also, they could have thrown in this ending should the player make the wrong decisions:



Do these fix everything? Of course not. It doesn't fix the thematic or ideological issue with the ending, something that Wisecrack would point out if they were to do a "What Went Wrong" special on Life is Strange. But at least it would give a better sense of closure knowing that your choices weren't rendered totally meaningless in-game.

Part III: Dreams vs. reality

Before concluding this essay, there's one more thing I want to discuss. Since the release of Episode 5, one of the more interesting ideas floated around by various fans is the theory that the events in the game were all in Max's head. One comment I found neatly summarizes this theory:
"Life is Strange is...the story of a girl trying to cope with the death of her childhood best friend. It's the mind tricks that everyone plays when something terrible happens in their life. It's the "what if...?" question that haunts us all. The game wasn't about time travel, or super powers...it was all taking place in Max's head...at Chloe's funeral. None of her super powers were able to tell the future, just come up with what could have happened if she chose a different path. The last decision is to see if you as the player understood the meaning of the game. They had hints the entire time, and were trying to lead you down the path of acceptance. There were five episodes, there are five stages of grief. It all lines up."
When I read about this alternate take on the game, I was intrigued. Honestly, I love the idea. It neatly ties up the final decision. Sacrificing Arcadia Bay means that Max stays with Chloe in the world of the dream... forever. Sacrificing Chloe means a harsh return to reality. Sadly, when reexamining the game, it doesn't go beyond as a theory. Why? Lack of evidence. If the game really was all a fantasy that Max conjured up to cope with Chloe's death, there is nothing definitive to indicate that this was the case. Now I love films like Fight Club, Memento, and Shutter Island, where we have the protagonist as an unreliable narrator. But comparing them with Life is Strange, there's no indication that Max had insomnia like the Narrator in Fight Club or that she has a disorder like Leonard in Memento. She doesn't even experience hallucinations like Clay Jensen in 13 Reasons Why. The closest thing in the game to hint at this is her student file, which says she's in a Individualized Education Program, "a program usually reserved for students with some sort of developmental disability." (Based on what we get from the game, the worst kind of disorder that would affect Max is some form of social anxiety. And thanks to the events that transpire along with her rewind powers, she eventually overcomes this hindrance.) Problem is that the developers said that they "never considered to affirm either BPD or depression, to not stigmatize anyone and to focus on other topics." They didn't want to "start a conversation" when it came to the notion that Max actually had mental problems. If they even they decided to entertain the idea, unlike Fight Club et al, they broke an unspoken rule of those stories: the protagonist gets exposed as unreliable within the course of the story. There's no foreshadowing, or totem sequence from Inception to guide the audience if the story was real or not. Within the game, a good place to drop this bombshell would have been the Nightmare sequence where Max confronts her nightmare self. Her "subconscious" could have told her, and the player by extension, that Chloe did die in the bathroom and she just contrived a fantasy where she got the time powers to save her best friend. But such a reveal never happens, regardless of the options you choose. Nonetheless, the idea can make an interesting twist if someone were to adapt the game into a film.

Part IV: Conclusion

Whew, now we've reached the end. So to sum things up, the ending didn't work for at least 3 reasons. One, was that your choices were rendered pointless in the end. Two, the characterization of Max didn't fit with the choices given. And three, the intent or theme behind the ending crashed and burned when it came to the execution.

What makes things worse is when asked if they would have done differently in hindsight, the game's co-director said:
"I think we are really happy with the final product. It's really close to the story we had in mind and the story that was written in pre-production. We've been, of course, looking and listening to the players' reactions. I see that some players feel there should have been more endings or more variations on endings based on your choice, but still, for us, I don't think we'd change the way it is, because it was really important that those two endings, like we said before, offer definitive choice."
After reading this (and a couple of other interviews where virtually the same thing is said), I couldn't help but feel indignant that the developers seemed to care more about defending their "artistic integrity" when it came to the ending. There was not even a hint that could have said something along the lines of "maybe we made a mistake somewhere or went too far in some places." Was it because the fanbase didn't complain loud enough, that there was no "Retake Life is Strange" movement? In that regard, Life is Strange does have a worse ending than Mass Effect 3, because Bioware at least acknowledged they made mistakes and gave us the Extended Cut DLC ending for free. And as a final bonus, Mass Effect fans can get the Citadel DLC, one of the greatest pieces of DLC ever made and a fitting farewell to such great characters. Life is Strange never got anything like those. DontNod seemed more than eager to high tail and run once the first game was over and do a soft reboot of the franchise in the form of Life is Strange 2 with new characters. It was, and still is, up to passionate fans to give what they felt would have been a better end to Max's story arc in the form of various fan fics.

Max (and the player by extension) was pushed into a literal no win scenario, a true Kobayashi Maru situation. Unlike Captain Kirk, Max was not able to find a way to beat this no win scenario. Regardless of what outcome was chosen, I think we can all agree that this experience would leave her scarred for life. To what extent will that negatively affect her would vary, depending on whom you ask. Going back to the interpretation of Life is Strange as a superhero origin story, the ending can be viewed Max's defining moment, one that would determine what kind of superhero she wants to be. In that context, she joins characters like Batman (dead parents) and Spiderman (dead uncle), whose existence for being a superhero was defined by the desire to not allow such tragedy (in Max's case, dead best friend or destroyed hometown) to befall on anyone else again.



There are fans out there that will defend the ending they've chosen tooth and nail, pointing to various parts of the game for evidence. In a nutshell, die hard Bae fans will cite how Chloe is "the only thing that matters to Max" ("Chloe über alles in der Welt", literally) while ignoring the fact you can't act in a manner to truly drive the point home that Max didn't gave a damn about Arcadia Bay when you have other wonderful characters like Kate, Warren, Joyce, Victoria, et al. If the town was full of Mark Jefferson wannabes and nothing else, sure. But since it ain't, Max simply can't dismiss the rest of the cast who are not Chloe to "eat shit and die". Conversely, die hard Bay fans will pretend Chloe is a horrible friend all the way, with zero merits whatsoever and that she deserved to die. I'm not going to pass judgement on anyone who claims their chosen ending is the only valid one (or pretend that there is only one ending), but I feel that both choices were so screwed up. Going through numerous arguments on both sides, I've arrived at the conclusion that there is no right or wrong ending. Had DontNod perhaps had more time and resources, Max would have at least tried to find a third way out...

Oh, speaking of that... in case you aren't aware yet... here are two intriguing pieces of concept art that emerged after the game's release:





Fans have found various bits in the game files that hint Nathan and his family knew more about the upcoming storm. And going by this article from Hardcore Gamer, it seemed that they were planning for more things that didn't made it to the final cut of the game. Personally, I'd like to think that due to budget and time constraints, an ending that really acknowledged player choices was scrapped and replaced with what we got in the end. Unless someone at DontNod will backtrack the notion that they were happy with how the ending turned out, this is only speculation however.

So with this talk of why I felt the endings were bad, you may be wondering what's my opinion on the endings themselves. Something tells me that DontNod really had to make a choice in allocating resources when it came to the endings. How the Sacrifice Arcadia Bay ending turned out seems to solidify such a notion. That sequence has the word "rushed" written all over it. The intent behind this ending could probably be best described by a verse from the song Stand By Me (by Ben E. King):
If the sky that we look upon 
Should tumble and fall 
And the mountains should crumble to the sea 
I won't cry, I won't cry, no I won't shed a tear 
Just as long as you stand, stand by me
Sadly, the execution didn't properly convey the intended message. What really broke my immersion in that ending is the fact that Max and Chloe simply get away from the town without even bothering to search for survivors, most especially friends and family. I could have sworn a few minutes ago Chloe herself said that her mom "deserves to be saved rather to be killed in a storm in a fucking diner!" This ending unintentionally turns Max and Chloe into selfish @ssholes who didn't gave a damn about anyone else but themselves. Such a thought really rubs me the wrong way. The scene should have cut to black with Max and Chloe watching the town being destroyed as a pure homage to Fight Club. Meanwhile, the Sacrifice Chloe ending was better executed. Simply put, saving Arcadia Bay gave a better sense of closure. In Superman: The Movie, Lois Lane gets killed but Superman turns back time to save her. Life is Strange offers a cruel twist to that trope. Using time travel at the end of the game does not result in the happy resolution the Richard Donner film offers. What struck me is that Warren, Kate, Dana, Justin, Trevor and even Victoria attend the funeral no matter what. Among the group, it was only Justin who was friends with Chloe. The way I see it, the other students were in attendance not because they personally knew Chloe but rather to show their support for Max. My headcannon as to how they end up attending the funeral is that Max used all that she learned about her schoolmates in the past week to put together this band of misfits. It was a horrific end for Chloe, but, to quote one fan, "it is an absolute Shakespearean tragedy level masterpiece."

On the eve of Life is Strange 2's release, the results of a fan survey on Reddit were revealed. When asked to point out the one thing that made fans fall in love with the game the most, 60% of the respondents said it was the characters.



And I agree with them. Against all preconceived notions, Max and Chloe (and by proxy, virtually all the other major characters too) ended up being among my favorite video game characters of all time, alongside Revan, the Hero of Ferelden, Master Chief, Commander Shepard, Lara Croft, and Clementine from Telltale Games' The Walking Dead. If you hold these characters in such high regard, don't you think they deserved better?

Life is Strange's ending should be a cautionary tale for anyone who wants to make choice driven games. Oh, and if you make characters this good, try to avoid falling into a trap where you'll have to make entirely separate stories should fans beg for a sequel.


Meanwhile, in some Alternate Universe... I'll let you guess who's who.