Note: This article, is split into two
pieces: the first of which wraps up the spoiler free examination of
the game. The longer second part summarizes the plot in order to
consider the strengths and weaknesses of the story. If you plan on
playing Life is Strange this is a short article.
Episode four (Dark Room) and Episode
five (Polarized) share between them the most inferior parts of the
series, while also containing scenes with incredible tension. Of
course, both the problems and highlights of the series continue to
plague and aid the ending in equal measure.
But there are other issues. The Dark
Room seemed, for the first time, to have difficulty allowing the
player to take control. The game limited the number of times when
the player controlled Max, conversation was more railroaded then
usual, and choices seemed to have little future relevance. It's not
that the story was unexciting, though the ending required some
implausibly unintelligent, out-of-character thinking by Max (I won't
say Chloe because she's always been impulsive). The opening was
slow, but an interesting what if situation. The middle dragged, but
the last third was revealing and allowed more input on the player's
part.
The series, especially Dark Room tries
desperately, unjustly, and successfully to deceive Max and the
player.
Polarized has the strongest opening
with Max in desperate circumstances. Her constrained confrontation
with the villain is the best scene in the game. Max finally puts
full use to her, I can travel through pictures, ability rewriting the
past many times in an attempt to escape. The conversation choices,
while not game changing felt engaging simply because of the
atmosphere of the situation. The episode continues to innovate in
small but intriguing variations on puzzles and conversations..
Unfortunately the middle of the story and the end were underwhelming
except for bits and pieces. The end, as might be suspected came down
to a simple choice of two options. No prior events seemed to have an
impact at all, except in shaping how the player felt. And the short
cut scene/movie after the choice failed to satisfy. This isn't
entirely unexpected considering the trend of the game. Don't worry,
it wasn't as disappointing as the end of the Mass Effect series.
From here, we're entering the series
spoiler territory. Before I do that, I would like (for those who are
interested) to recommend playing Life is Strange.
I was right! Mr. Jefferson was the
villain.
Let me start again.
The Dark Room begins in the new future
created at the end of episode three. By saving Chloe's dad, Chloe
remained her happy self, but crashed in a car accident instead. Now
paralyzed she is slowly dying.
For some reason, unexplained, whenever
Max uses a picture to jump back in time after five to ten minutes she
snaps forward to roughly when she went back. She has no memory of
all that happened in the middle and very little agency. After saving
Chloe's dad she returns to her eighteen year old body, but the world
around her is changed.
Understanding Chloe will die soon from
her injury, and determined to prevent this, Max considers this new
present unacceptable. She returns to the day Chloe's dad died and
chooses not to save him. This section is a bit odd: the player is
forced to change the past to rescue Chloe's dad, then is forced to
change it back to what it was. The whole two scenes only last
fifteen to twenty minutes. The only gain is except the memories of
Max and the feelings of the player.
The present is now exactly the same as
before Max altered it. She's in Chloe's room and they decide to
conduct a third sweep of poor, absurd David's garage. She should
have been thorough the first two times. This redundancy is
frustrating. Chloe's step-dad has all the information they needed
from the beginning, but he's too stupid to understand it, and they're
too moronic to collect all of it.
With David's data, the girls realize
Nathan is involved and dangerous, but still without enough evidence
to go to the police Max and Chloe decide to break into his dorm and
look for more clues. They also need to collect information from the
ever recalcitrant and threatening Frank the drug dealer. He should
have no problem helping since you're looking for Rachel, who he
loves, but he defends his information jealously. He threatens to
bodily harm, but eventually parts with the needed info for no
apparent reason.
Back in Chloe's house the pair use the
evidence to locate an isolated barn owned by Nathan's family.
In the barn Max uncovers a secret
basement, and after opening a reinforced steel door with a code,
enters an expensive photography room. It contains equipment worth
nearly a millon dollars, with receipts in Nathan's family's name.
Binders, like those seen at the end of episode two contain
photographs of both Kate and Rachel in bound, vulnerable poses.
Chloe sees a picture of Rachel and Nathan in her favorite hideout, a
junkyard at the edge of town. To her eyes, Rachel appears dead.
They drive to the junkyard, dig where
the picture indicates and find Rachel's month old corpse. With this
evidence Max wants to go to the police, but Chloe wants revenge and
convinces Max to find Nathan first. Another poor decision.
They go to the school party, hosted by
the socs Vortex Club, which has already begun and Max manages to mill
about without making any important contacts. Eventually, when Chloe
receives a text from Nathan indicating he plans to eliminate Rachel's
body they race back, only to discover it's still there, but Chloe is
shot and Max drugged by a briefly seen assailant: Mr. Jefferson.
Polarized begins without the usual
recap, and with Max awakening to captivity. Strapped to a chair in
the room she discovered under the barn, she argues, fights, and
pleads with Mr. Jefferson to allow her to go. He divulges he used
Nathan, offering himself as a father substitute, and he loves taking
pictures of naive, innocent students (especially female) lose these
qualities as they realize death is imminent.
Through a series of conversations, Max
travels through a number of photographs trying to escape until she
manages to return to the selfie she took of herself right when the
game began. After a brief conversation where she tells Mr. Jefferson
how doomed he is, a series of pictures show him being arrested.
Snapping forward Max finds herself on a plane with the principal,
going to an art competition.
Yet at the competition, she receives a
call from Chloe, and discovers the town in under imminent threat from
the tornado she saw in her visions. Discouraged, she jumps back in
time again, destroys her contest winning photo, snaps forward
again... And is back strapped to a chair in Mr. Jefferson's dark
room.
Serious problem! When Max changes the
past, she apparently is brain dead during all that time she snaps
forward. This is outrageously incomprehensible. In every time
traveling situation, Max would have prepared and prevented these two
unacceptable outcomes. The writer can't expect the the player not to
see this obviously contrived weakness, only allowed so the writer can
arrive at the ending they determined in advance.
Max is back with Mr. J, and though he
hasn't figured out her power, he has decided to destroy her
photo-journal so she....? There's no reason for him to do this, but
it prevents Max from escaping. Death is approaching, but
miraculously David arrives and rescues her.
Then the writer does such a rewrite of
David it's horrific to watch. All those times he harassed Kate and
called her guilty, forgotten. All those times he was an idiot and
refused to speak up about what he did know, forgiven. His tough guy
stichk, overwritten by a guilt-ridden, weeping, heart of gold sheen,
while he takes down Mr. J and unties Max. You should see him when he
realizes the step-daughter he hit, arrested, and called any number of
ugly names, is dead.
As if that wasn't enough Max
experiences rewritten encounters with Nathan and Victoria as they
express remorse, right before they die. The author isn't providing
deeper characterization for these people, but only multiple
personality disorders.
After being freed, the Apocalypse is
approaching Arcadia Bay: the giant tornado has arrived at last. With
so many people dead; Chloe, Nathan, Victoria, and more, Max wants to
roll back time, and the only photo she can use Warren took the night
before. She struggles through the collapsing downtown to the dinner
where Warren is hiding.
Traveling back to an hour before Mr.
Jefferson captured her, Max convinces Chloe to call David and then
they head to the lighthouse. This is where Max had her vision of the
tornado, and the two of them stand watching it crush the town.
Everyone is dying (presumably) and
Chloe understands the cause of the tornado: Max saving her in the
bathroom. She says it must be chaos theory: Max's action caused the
tornado. With a final choice Max and Chloe can either abandon
Arcadia Bay to its fate, or Max can return to right before Chloe died
and let it happen. The first ending is boring, without context, but
the second one highlights a number of problems with time travel.
First, chaos theory/butterfly effect.
Chloe decides that her not dying is the cause of the apocalypse in
Arcadia Bay, but the game overstates the impact such an event could
cause. During the series each day has a minor apocalyptic event, all
of which conclude in the tornado. On the first day it's a snow
flurry in eighty degree weather. The next day it's an solar eclipse.
On the fourth day they see two moons in the sky. There is no way
Chloe's not-death can be responsible for such extravagant outcomes.
It couldn't possibly cause an eclipse or the appearance of a second
moon. Even the massive tornado seems far fetched (though seriously,
think of the physical effects if there was a second moon even for an
hour).
That's not all. Upon choosing the
sacrifice ending, Max goes back and allows Nathan to kill Chloe.
But, she solves every other problem the player discovered during the
game. She uses her foreknowledge to prevent Kate's suicide and
arrest Mr. Jefferson, and yet no tornado. So apparently saving one's
friend is forbidden, but rescuing a number of other people from a
psychopath isn't.
That's still not all. Let's assume
Max's power causes damage to her body (seen by increasingly serious
nosebleeds) and can lead to catastrophic environmental disaster. She
would have a moral obligation to never us it again, whether she saves
Chloe or not.
Forget that the player never learns
where the power comes from or whether it goes away. The whole story
is about using a power to save a friend, living for five days through
horrible circumstances trying repeatedly to save the friend, and then
having to give her up (because it's the only ethical choice at the
end) and never use the power again.
Though Max seems like a superhero she
is in fact, powerless. Everyone has a fate, and trying to change it,
if one had the power to, only causes catastrophe. What a depressing
and unnecessary message.
Or is is?
Perhaps amidst all the cacophony of
confused characters, an exaggeration of chaos theory, and a sense of
powerless is a different theme.
At the end of Polarized, Max
experiences a horrible extended hallucination. Her mind is breaking
down under the stress as she confronts a number of obstacles. After
she clears these she relives every moment of joy she experienced
during the past week with Chloe. And at the lighthouse Chloe, though
saddened by her revelation about the tornado, claims to be happy of
the past week. Because she has been wallowing in a terrible
hopelessness, a profound suffering ever since her dad died and Max
abandoned her. Life was miserable but through the last week she
rediscovered her childlike joy. Sure she won't remember it, but Max
will, and that's enough for her.
Is this compelling? Maybe, I'll let
you know (for me at least) next week with the last article on Life is
Strange.
To close, I want to briefly mention one
question and one final thought.
Does Max destroy the old timeline when
she creates new ones, or is she leaving a trail of wrecked alternate
universes in her wake?
All the idiots that did terrible things
or acted terribly in not doing things, and unknowingly aiding Mr.
Jefferson, its impossible to feel bad for them.
Next week on the final article of Life
is Strange: What if Everything Was Different?
Life Is Strange
Series:
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