Max-imising Story in Dual Timelines
Timeline hopping has become Hollywood’s ‘press now for money’ button, but how does a game’s story using only two timelines and a small group of characters work in what has become a genre in itself? The Life is Strange franchise launched in 2014 and has since spawned a range of sequels and spin-offs. The newest release – Life is Strange: Double Exposure – has been highly anticipated because we finally take control of the original protagonist again. Max Caulfield has grown up, but her awkwardness and supernatural abilities (albeit a different form) have followed her into a university setting alongside a fresh group of friends and shady colleagues. Still carrying pain from the events at high school in game one, Max must use her skills and experience to navigate two universes: one in which her close friend is dead, and another where she is very much alive. The decisions start here.
To discuss the game’s story beyond the premise would do the experience a disservice. Life is Strange games are renowned for their storytelling and decision-making processes, for this (alongside walking, photography and assessing the environment) makes up the bulk of gameplay. If you’ve never played a game in this series before, think of an interactive movie, novel in visual form or playable Netflix drama. There are no monsters to slay or difficult terrains to traverse. The heartbeat is the narrative, and you control the rhythm. In a basic blurb that makes up chapter 1 (there are five chapters) we see Max adjusting to life as a photography teacher at a university. She has a close group of friends and a love interest, both of which may vary depending on your dialogue selections. When her best friend is shot, a murder mystery begins. Max is the centrepiece to this because unlike everyone else, she can swap between timelines of ‘friend alive’ and ‘friend dead’ at will. It’s entertaining, twisty and engaging at all turns. Each chapters ends on a cliffhanger and you need to see what happens next. The creators deserve a pat on the back for making each chapter ending push you forward, just like a book demanding one more page before bed.
Do the decisions in the game make a difference to the relationships and the ending? In varying forms. The player is told when a decision will have consequences. Sometimes they are subtle, like catching a pretend rockstar when they stage dive. Others, like romantic relationships or reactions to key events bordering life and death, play out in more detail. After each chapter, you can assess all your choices and see a percentage bar that tells players how popular their choice was against others. This adds replayability to a title that will take approximately 10-12 hours in one playthrough but may be extended when stopping to smell the lore-adding roses in two timelines. In some games (Baldur’s Gate 3, cough) a decision can cause high regret very quickly. That doesn’t really happen here. No choice in my playthroughs made me believe I had done something wrong.
Graphics and performance are such a key talking point for any game – story driven or otherwise. But as you’ll spend a bulk of time watching, there is a need to analyse the choices. Double Exposure offers both quality (30fps) and performance (60fps, lower fidelity) and there are pros and cons on each side of the coin. As this is a cut-scene heavy game, many may prefer the best graphical look to see the emotions and features on the character faces. But movement at 30 fps can be jarring and the walking segments are best played at performance. Still, this is subjective and having options in this manner means personal preference reigns supreme. I ended up playing on performance as moving through environments felt more fluid. Life is Strange has a unique art style. It’s not photo-realistic and it’s not Fortnite, but some of the lesser NPCs do sit in a spot between these parameters. Max’s freckles, features and eyes are almost lifelike. Though sometimes her hair will glitch or the shadows will have rough edges. As this doesn’t impact gameplay, there are no issues in progression. Think of an oil painting – the imperfections are there, but this can add personality and uniqueness to a game focused on aligning to the style of the series despite constant improvements in system capabilities.
One of the other key drawcards is the soundtrack. True Colours, a previous title, was scored by Australia’s very own Angus & Julia Stone. Double Exposure ensures tracks align emotionally with the story’s mood. Music is an NPC here, and you’ll often be in a bar, dorm or outdoors bopping away to a track. I looked up the soundtrack multiple times when hearing a song to ensure I could add it to my Spotify chill playlists. The in-game sounds are crisp, and the environment is always immersive and atmospheric, best applied with 3D sound to feel like you’re on campus or moving through busy rooms. Playing the game really draws on the senses.
Many players value gameplay over story. Therefore, this series is not their cup of coffee and there would be no recommendation from a review. But for anyone interested in an emotional, player-driven narrative with a range of choices and well-acted scenes, this is the complete package and a highlight in the Life is Strange catalogue. The ending will remain long after conclusion and likely see the older games feature in your backlog to explore the reality bending action of single player delight.
4 out of 5 snapping turtles
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