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LTTP: Life is Strange: Before the Storm (PS4)

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Life is Strange was a captivating game. I genuinely enjoyed the tale and dark twists weaved by Dontnod Entertainment. I expected Square Enix and company to forge a sequel but when I heard a prequel by Deck Nine — a different studio — was on its way, I was very skeptical. Life is Strange: Before the Storm fleshed out the lives and events Life is Strange cast members prior to Max’s return to Arcadia Bay. It gave insight into Chloe Price and how she evolved and it gave Rachel Amber a voice. But were these good additions to the Life is Strange story thus far? I’m not certain. 

I found Before the Storm to be a surprisingly excellent self contained story of teenagers dealing with the real world. The influence of peers and parents were explored through the stories of Nathan Prescott and Drew North. They showed how familial pressures lead people down the wrong path or negatively warp their personalities. Some influences were direct while others were unfortunate circumstances.

Showing the origins of Chloe and Rachel’s relationship was fascinating and cute but it just raised more questions. Before the Storm spanned the nascent stages of their relationship but it didn’t address how Rachel and Frank Bowers got involved. The bonus episode, “Farewell”, explored the fateful day when Max left Arcadia Bay for Seattle but it didn’t share why she didn’t stay in touch. Situations and story threads left dangling like this highlighted more opportunities for Square Enix to introduce another sequel in-between but I think that would be a mistake. Some questions are better left unanswered.

Three full length episodes (about 3 hours each) and a one hour bonus episode was just enough time to explore the Max-less life of Chloe Price. Max’s time rewinding mechanic was replaced with a forced and unnatural feeling argument system where Chloe and I can start shit talking people to get our way. I think the only instance where it felt natural was within the tutorial.

For the most part, Before the Storm served to shore up my feelings and impressions of the characters from the original game. I felt a bit more sympathy here and there but as a whole, my feelings were largely unchanged. Max and her faceless parents, though? They altered my opinions of them quite a bit. Max failed to keep her promise to stay in touch and eventually gave up altogether. And considering the circumstances that preceded her departure from Arcadia Bay and how close Max and Chloe were, I was shocked that Max and her family didn’t even visit. They spent so much time together and to just disconnect like that was odd to me. Needless to say, I wasn’t surprised by Chloe’s sense of betrayal by her friend.

One of the most impressive aspects of Before the Storm was how seamless the switch from Unreal Engine 3.0 to Unity was. If that Unity logo didn’t make itself known, I wouldn’t have noticed that they were running on a completely different engine. I wasn’t too keen on the game’s performance on the default “resolution” mode but it ran quite well with the “performance” option. I didn’t fathom 30 FPS would be a problem in an adventure game like this but I was wincing during those camera pans.

I went into Life is Strange: Before the Storm filled with skepticism and left just the same. Was it necessary to delve this deep back into Chloe and Rachel’s lives? I did enjoy their rendition of the Tempest but did I need to see someone remark on that wine stain in the Price living room again? I was glad to see Nathan Prescott before he walked down his dark path but what happened to Samantha? For better and worse, answers and questions ping ponged themselves throughout. While its relevancy and necessity can be debated, its quality was undeniable to me. Deck Nine’s contribution to Life is Strange was solid.

Verdict:
I liked it

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