Showing posts with label Life is Strange 2. Show all posts
Showing posts with label Life is Strange 2. Show all posts

Thursday, November 28, 2019

#JourneysEnd - Why Life is Strange 2 failed to be a hit

Happy Thanksgiving everyone!

With only a few days away from the release of the final episode of Life is Strange 2, I wanted to share my thoughts on the possible reasons why the game wasn't as popular as it ought to have been. So here we go....

1. It ain't a true sequel

As most folks are aware by now, Dontnod Entertainment made it clear since June 24, 2015 any future installments of the Life is Strange series they'll be making would feature "other characters, other locations, but still keep the identity of the game, the themes of the game." In theory, there should be no problem with this approach. Star Trek was able to go beyond the adventures of Captain Kirk and the USS Enterprise, after all. If DC Comics aren't all about Superman and the city of Metropolis, surely Life is Strange can more than just Max Caulfield and Arcadia Bay, right? Turning the Life is Strange series into an anthology series though wasn't a decision going to be left unquestioned by fans. When the marketing campaign for Life is Strange 2 was under full swing last year, there were always a couple of curious onlookers who would bring up the inevitable question of "Where's Max and Chloe?" Besides being beloved characters, I suspect why at least some fans wanted to see them in a new game is due to the first game's lack of a satisfying closure. Because of this, its safe to assume that a sizable segment of fans want a continuation that properly closed the book on Max and Chloe's stories before moving on to new protagonists (and no, the mediocre comic series doesn't count). To borrow a quote from a Revenge of the Fans article on the Synder Cut of 2017's Justice League:
And know what comes with closure? A willingness to move on- which is something a vocal segment of fans don’t currently possess because they feel like they’re still waiting for the sequel... Give them [what they've been asking for] and they’ll finally be ready to turn the page and embrace what’s coming next.
The absence of Max and Chloe proved to be the first major detriment that Life is Strange 2 had to overcome in order to recapture the success of its predecessor.

2. Poor marketing

Part of the reason why some gamers were asking the whereabouts of Max and Chloe is poor communication of Dontnod's intention to turn the Life is Strange games into an anthology series. This meant that some gamers had to be told about this plan on the spot by fans whenever a new trailer or video for Life is Strange 2 had dropped. I'd consider this as part of a larger problem: the marketing for Life is Strange 2 was lackluster.

Any concerns raised by fans clamoring for more Max and Chloe could have been quelled had Square Enix and Dontnod delivered a well thought out promotional campaign. Such a campaign ought to have effectively showcased how much "cooler" the new cast, settings, and power were all going to be. If there was something the AAA gaming industry has made into an artform, it would be fancy marketing campaigns with eye catching trailers at the forefront. Oddly enough, Square Enix ultimately went with a low key marketing campaign for Life is Strange 2. During E3, they decided it was better to showcase The Awesome Adventures of Captain Spirit instead of the next main installment of the Life is Strange series. It's as if that they had a bad feeling that Life is Strange 2 wasn't going to be worth the effort to hype up the fans, or that the return of investment wasn't going to be that large to justify spending a ton of money on ads.

3. Higher entry fee

Even though there was no grand marketing blitz about it, someone thought it was a good idea to price Life is Strange 2 double what its beloved precursor had charged (from $20 to $40). And what made it worse was that the price was disclosed as early as June 25, 2018, two months prior to the actual reveal in August 2018. An article on Cinema Blend pointed out, "As for what the game will be about, we're still not sure at this point, which is something of a miracle in this age of rampant leaks." Charging a fee before even telling fans details of what the game was even about could have been perceived as adding insult to injury. It also didn't help that the game's PC version also included the Denuvo DRM.

4. Controversy

While the first Life is Strange got the moniker "Tumblr the Video Game", the second game had it probably worse. Somehow, Life is Strange 2 went more political than the first game. Going this route felt like a case study to prove the phrase "Any publicity is good publicity." The rationale behind this was explained by game co-director Michel Koch in an interview with GamesIndustry.biz:
...since they are Mexican-American, for us it was important that they face real-world issues. They're facing racism, exclusion... We're living in a world that I think is getting more and more intolerant. With social media, most of the time we talk with only people that think exactly like us. And even if some of the world is really connected, we sometimes don't look at others enough.... Not talking about something is having a position, because you decide to not talk about it.
While Dontnod seemed to have good intent, their execution of the political themes in the game have been meet with mixed results. One fan commented:
I think it's great. I mean, you're making a game about Mexican kids in 2016 USA, you can't not touch the subject of race. I'm glad they approached it head-on and didn't gloss over it, especially compared to the first LIS which, while dealing with a bunch of serious issues in its supporting cast, didn't really go into depth when it came to Max and Chloe's. (Chloe's mental illness, Max's social anxiety, their attraction to women.)
Another fan however pointed out:
To me there is nothing wrong with having politics in a game, either side of the spectrum. It just comes off as off putting when it feels forced, isn't handled with some level of nuance and is used as a cover for lazy writing. Which in parts of the first episode it wasn't done well in my opinion.
A fan on Youtube shared similar sentiments prior to Episode 3's release:
I appreciate DONTNOD for tackling these subjects, but how they've handled it so far has been poor. So far, we've seen the negativity of Life is Strange 2's politics rather than the positivity. Each episode has the same message: Americans mistreat Mexicans. Besides [a few notable side characters], every character in the game is hostile to Sean and Daniel. Maybe they could introduce a police officer who aids the Diaz brothers in their journey rather than discriminate against them. All I'm saying is that DONTNOD shouldn't make Americans look bad, because most of us aren't.
What made this problematic is the fact that previously in a Life is Strange game, a good deal of the prominent side characters weren't shades of pure black and white. The bitchy rich girl who rules the school? That's just a facade to cope with difficult expectations from her parents. The good Christian girl? She's emotionally depressed and has some suicidal tendencies. The dictatorial step dad? He's a veteran struggling to adjust to civilian life. The geeky, shy guy who wants to protect his crush? He can be pushed to do some unpleasant things in the name of love. And based on my initial speedrun of Life is Strange 2, that unspoken requirement for side characters being more than who they are on the surface has been thrown out the window. All those racists in the game? They are intolerant bastards with no redeeming qualities whatsoever, and are one dimensional cardboard cutouts whose only purpose is so facilitate this feeling of being discriminated in the game. Wow. Talk about regression. The uneven handling of the game's political themes didn't help cautious onlookers endear it to its cause.

5. The fall of Telltale Games

One external event that indirectly affected Life is Strange 2's sales was the closure of Telltale Games. This was due to Telltale being the company that brought episodic, point & click, choice driven adventure games into mainstream gaming this decade. The most notable of these was their adaptation of The Walking Dead. With the untimely demise of the studio that championed episodic games, it made a sizable number of gamers cautious to purchase any episodic games that still had episodes in production. What this meant for Life is Strange 2 was that some of its potential customers won't be buying the game until after its final episode is released on December 3, 2019.

6. Longer gaps between episodes

With Telltale Games' closure fresh in everyone's minds, it didn't help that players had to wait for a longer period of time for each episode. As one Eurogamer article puts it:
Where the original Life is Strange series released its five episodes over 10 months, Life is Strange 2 will roll out the rest of its episodes over 15. It's a significantly longer wait...
Part of the reasoning behind this was disclosed in a post from the official Life is Strange blog:
The Life is Strange series is a project close to all of our hearts and one for which we do not want to rush development and thereby fail to meet the benchmark of quality and emotional impact that you, our players, deserve.... we want to ensure that we will be in a position to release something that we are proud of and that you will enjoy and remember forever. We understand that there are certain expectations that episodes will be released at a similar cadence as previous Life is Strange games have. The ambition of Life is Strange 2, however, means that the previous frameworks no longer apply if we are to meet the quality of play and storytelling that our vision for a game like this demands and that you deserve.
A longer wait time however didn't prevent Episode 2 from being released in a rather buggy state. That being said, widening the time per episode's release was a double aged sword. Yes, it helped mitigate the number of game breaking bugs and improved the game's overall polish. On the other hand though, it ended up testing the patience of most fans.

7. The game lacks appeal

On top of all the possible factors I've listed, the final straw that doomed Life is Strange 2's chances of recapturing the success of its esteemed predecessor is that the game failed to stand on its own merits. When the game was confirmed to no longer feature the franchise's most beloved characters, some fans were optimistic. As a fan on IGN wrote:
I think the decision to jump to a completely different set of characters was a smart move on Dontnod’s behalf. As long as the same elements that made the first a true hidden gem are still present (the relationships, character depth, narrative, bits of supernatural elements.) I think fans will still flock to this title.
In hindsight, such sentiments were a bit too hopeful. Fans haven't flocked to the so called sequel to one of 2015's most well received games. I'll be having a more detailed discussion on what made Life is Strange 2 less appealing in a future post, but here's one possible reason according to one fan:
LiS 2 is based on one-sided conceptions of reality, which eliminates the need for interpretation. Unlike the first [game], LiS 2 cannot offer any intellectual challenge and doesn’t demand as much explanatory criticism as the former. LiS allows us to construct non-trivial interpretations and concepts, for example, the concept of time and history.... LiS 2, on the contrary, doesn’t give the player the opportunity to add anything to what the game has already expressed.
[This is evidenced] by the lack of any discussion on LiS2. There really is nothing there, no intrigue, no mystery, even the previews at the end of the episodes are not enough.
The Irish poet and playwright Oscar Wilde once said "The only thing worse than being talked about is not being talked about." Life is Strange 2 stands at an unusual crossroads where several factors prevented it from being "interesting even for folks who don’t care about the IP." To misquote a favorite news columnist of mine, "All due respect, Life is Strange 2 offered (almost) nothing for folks who didn’t care about Life is Strange."

Concluding Thoughts

We live in a day and age where hype culture reigns supreme, where Hollywood and video game publishers love pulling out brand new installments of beloved franchises in the hopes of earning more money. So it's fascinating that Life is Strange 2 is going through the opposite of what a normal sequel to a new hit IP should be facing. The game seems to be instead following the trend of box office disappointments such as Doctor Sleep, Terminator: Dark Fate, and 2019's Charlie's Angels, all of which are the latest installments of decades old IPs. Mind you, this isn't some critical flop, as its average score on Metacritic across PC, Xbox and Playstation for critics is 77.17%. The game got enough positive reception to give Dontnod enough confidence to proclaim in a press release that the game is an "award-winning narrative adventure that's inspiring real-world conversations about race, gender equality and much more." Life is Strange 2 failing to live up to financial expectations is evidenced by a search on Google Trends (using the "worldwide filter"):

NOTE: Google Trends doesn't consider Life is Strange 2 as a separate search entity from the Life is Strange series as a whole, so I had to use the latter for this screenshot.

Interest in the first game was at an all time high when the fifth episode was released back in October 20, 2015. As of November 29, 2019, the second game has earned a mere 32 points at its peak. That was when its first episode was released on September 27, 2018. Whether or not the second game's final episode will go above the 40+ range remains to be seen.

The stats from the SteamDB website are also telling. For this post, the one stat we'll look into are the number of concurrent players. Due to the lack of solid sales numbers, the concurrent player count is a passable way of seeing PC users' interest in a certain game. One could make an imperfect comparison to the estimated number of tickets sold during the opening weekend for a film's release. When Episode 4 of the first game was released in July 2015, there were 13,076 concurrent players on Steam at the time. On the other hand though, when the fourth episode of the sequel was released back in August 2019, a mere 5,545 concurrent players showed up for its premiere on Steam - the highest it has gained thus far. Even the Farewell bonus episode for Before the Storm still had 5,707 concurrent players to boot in March 2018. Remember, this episode was locked away behind the game's deluxe edition, and still had 162 players more than the second game's fourth episode! It's interesting to note that SteamDB tells us that more people were interested watching someone else play Life is Strange 2 on Twitch as opposed to playing the game themselves.

Supporting the notion that Life is Strange 2 has flown under the radar is that there is no press release that confirms how many copies were sold to date. Take note that as of July 23, 2015, the first game already sold 1 million copies - less than six months after its release! Interestingly enough, a press release dated October 14, 2019 that claims "the resounding success of the first three episodes of LIFE IS STRANGE 2" also has the following statement: "The full impact from royalties generated by this episodic game should be felt in 2020 after the publisher has recovered its marketing and production costs." So more than a year after the release of Life is Strange 2's first episode, Square Enix has yet to recoup the money it spent on the game's production and marketing? And it hasn't sold a million copies thus far? Most unusual for the latest installment of a critically acclaimed hit IP.

When trying to answer the question "what was the appeal of the Alien and Predator franchises", box office analyst Scott Mendelson had this to say:
... perhaps audiences liked Predator more as an Arnold Schwarzenegger action movie than as a movie about a (mostly invisible) alien bounty hunter. Likewise... the appeal of the Alien series was less about the scary creature(s) and more about audiences gravitating to Ellen Ripley and her “Get away from her, you bitch!” action heroics.
So what does this have to do with Life is Strange? The way I see it, the series has yet to break out of the shadow of Max and Chloe. For better or worse, Life is Strange right now is a character-specific IP. Meaning, that as far as general audiences are concerned, Max and Chloe are Life is Strange. This shouldn't be used as justification for endless sequels focusing on our partners in time, though. Currently, the appeal of Life is Strange seems to be more about "The Adventures of Max and Chloe" and less about a (very thinly connected) collection of stories showing different teenagers experiencing various supernatural phenomenon.

With all that being said, the Life is Strange franchise in its current state isn't in a good position to create its own superhero universe in the vein of the Marvel Cinematic Universe or even the DC Extended Universe. It doesn't have 80+ years of source material to directly tap into, for starters. The series' foundation of showing "relatable characters, everyday characters, facing social themes and everyday issues and with a little bit of supernatural stuff" is so broad and all encompassing that one can make the case that TV shows such as Stranger Things can be categorized as a Life is Strange experience. Hell, even the little known 2012 anime series Kokoro Connect feels more Life is Strange than LiS 2 or the middling comic series (perhaps more on this in a future blog post). With Life is Strange 2's disappointing financial performance, I hope that Square Enix and Dontnod realize that the promise of a new superhero universe doesn't guarantee success, as Universal Studios found out with its Dark Universe experiment. Scott Mendelson once again shares relevant some words of wisdom:
The "cinematic universe" as an abstract concept which would appeal to moviegoers was always a fallacy. Audiences showed up to The Avengers because it was a unique (at that time) gimmick and because they had already grown fond of the specific versions of those respective Marvel characters, not because the mere notion of theoretical superheroes (or somewhat known characters) interacting was inherently appealing.
If Dontnod and Square Enix wants to stick to the stubborn notion that Life is Strange should still be an anthology series, the franchise is in need of a game that can be seen as its Wonder Woman and/or Joker turning point. A theoretical game like that can prove that the Life is Strange franchise doesn't need Max and Chloe to thrive and flourish.

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.