🐱 It's Time To Revisit Life Is Strange - Too white, not disabled enough

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To date, there have been four Life is Strangegames - Life is Strange, Before the Storm, Life is Strange 2, and Life is Strange: True Colors. The series also has a cousin in Tell Me Why, and a second cousin twice removed in Twin Mirror. In many ways, the first game is the worst of all of them, with the exception of Twin Mirror, whose protracted development cycle and late shift from the episodic formula resulted in a mangled final product.

But despite the first game being built upon by almost everything that followed it, it receives way more press and cultural impact than the others combined. As the remastered edition launches, it might be time to look at why that is.

Some of it comes down to opinion, of course. Not everyone will agree that Life is Strange is the weakest of the series. But there’s more to it. Even though I consider it the weakest, I still hold it up as my favourite entry; partly because as the first it helped set the tone, partly because its ending surprised me the most, and partly because of Chloe Price. In 2015 when the game first launched, I was still figuring my sexuality and identity, and Chloe played a major role in that. Three years later, as brave and well woven as Life is Strange 2 was, it was still much easier for me to relate to a white girl struggling with her sense of self, as I don’t have the same lived experience as its protagonists, who are caught in circumstances driven by racial divisions.

Perhaps it is just that - white people have an outsized influence when it comes to shaping the critical conversation, and we find two sweet, cis, white queer girls more palatable than a Mexican-American kid confronting the violence and hatred that he has to endure simply to exist. Life is Strange 2 is a far braver, more ambitious game, and less problematic too - some feat considering how many delicate situations around race relations and the border wall it has to circumnavigate.

Life is Strange, by comparison, is relatively safe - yet it still manages to land with a thud. Decisions in the series have gotten softer and more realistic, which is why Life is Strange: True Colors is the best constructed game of the lot. But back in the first game, everything was taken to extremes, including a choice around euthanasia. Chloe, a quadriplegic after a car wreck, knows her healthcare is causing huge stress and financial ruin for her parents, and so begs Max to put her to sleep. This is a choice the player has to make, and the worst part is it barely matters.

If this had been a story about a disabled character, about righteous rage or self-loathing, told in a sensitive, knowing way by actual disabled people, then a character worrying everyone would be better off without them could be powerful and heartbreaking. Instead, this is an able-bodied character, who goes through the entire canon timeline as able-bodied. We meet her in an alternate timeline where she’s disabled, and she quickly comes to the conclusion that dying is better than life in a wheelchair. There’s no tragedy in the decision, it’s just mean-spirited.

I love Life is Strange. The alternate timeline is a major flaw, but I still count it amongst my all-time favourite games. LiS2 and LiS:TC are better games both narratively and technically, and as a trans person I can relate to TMW more, but the first game has the authority of being the originator, not just of the series, but of a new style for this genre. I speak to a lot of devs in this genre, and although Telltale’s The Walking Dead launched first, Life is Strange is far more frequently cited as an inspiration.

If you don’t think too hard about the message behind certain decisions in Life is Strange, nor analyse the fact its two direct follow ups were led by people of colour and were all-round better games yet received a fraction of the press or cultural impact, Life is Strange is still a great game. It seems odd to say it about a game so many would derisively categorise as ‘woke’, but it’s a product of its time.


Video game storytelling has developed rapidly over the last decade, but it’s still only equipped to tell certain types of stories. Promising Young Woman, for example, would not fly in the world of video games. Life is Strange might have been the pinnacle of our medium back then, but we have moved on since and we still have a lot of moving to do. As the remastered edition launches, it’s important to note that the flaws have always been flaws - it’s just some of us are only noticing them now.
 
Life is Strange is a game written by middle age french men and feels like a game written by middle age french rather than real American teenagers or anyone who has been an American teenager.

Funnily, I've found that everyone who watches more than the latest Disney movies seems to mock the writing in the games, yet the game critics who only watch that shit find this game to be amazing with its story and characters.
 
We meet her in an alternate timeline where she’s disabled, and she quickly comes to the conclusion that dying is better than life in a wheelchair. There’s no tragedy in the decision, it’s just mean-spirited.
That’s a choice? You don’t kill disabled people just because they’re depressed or overwhelmed. This author clearly has no concept of empathy.
 
If this had been a story about a disabled character, about righteous rage or self-loathing, told in a sensitive, knowing way by actual disabled people, then a character worrying everyone would be better off without them could be powerful and heartbreaking. Instead, this is an able-bodied character, who goes through the entire canon timeline as able-bodied. We meet her in an alternate timeline where she’s disabled, and she quickly comes to the conclusion that dying is better than life in a wheelchair. There’s no tragedy in the decision, it’s just mean-spirited.
I remember Chloe mentioning that her lungs were going to give out soon so she preferred to just go quickly rather than linger on and bring more debt to her parents. It wasn't just an "ugh I'm a cripple end me now" descision.
 
That’s a choice? You don’t kill disabled people just because they’re depressed or overwhelmed. This author clearly has no concept of empathy.
Think you misunderstand the author of the article, as what you quoted is what happens in the game and what they are complaining about. It's pretty funny in-game, and the character who is disabled in that timeline is also far less unlikeable after being made disabled, in fact hard to call the timeline worse.
 
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everyone was saying how great that game was, so I went and bought it. Total playtime: under 30 minutes. I am not sure if I beat the introductory stage. Money well spent
 
Life is Strange came out around the peak of Telltale Games popularity, right around the time people were catching on to Telltale's awful formulaic storytelling and useless player decision-making. It promised a new interesting story with mechanics (Time travel solving murders? Neat!), as well as being "Not-Telltale", but ended up ultimately being a one-dimensional lesbo love story with the most obnoxious writing of all time.

It garnered a lot of attention and sales from its promises, and what it delivered killed a lot of interest that wasn't niche rabid NuTumblr types. That, and they started somehow making games more obnoxious like fighting da drumpf wall
 
LiS1 was far from a perfect game, but after playing watching other people play the sequels, I actually started to appreciate the first part more. Sure, it has dumb dialogue, annoying characters and tedious sections but it had the most interesting superpower that was deeply involved in the story, apocalyptic event that you had to prevent, alternate timeline shenanigans, some horror caused by timetravel abuse and all of that tied by a murder mystery. Part 2 was not only significantly dragged down by in-your-face Orange Man Bad narrative, but the superpower now ammounts to an extra dialogue choice and it takes hours until you actually can use it. Not to mention that the incident that starts the story is dumb and could have been easily avoided, the game tries really hard to justify the protagonists' mother's very selfish actions and the most masculine authoritative character from part 1 gets turned into a gay hippie. And part 3 was just horribly boring. The superpower was the least proactive and interesting of all introduced, the characters, including the main one, were unmemorable, locations felt repetitive and the main mystery with the corrupt mining company was simply uninteresting. And that's not even mentioning the spinoffs. Before the Storm was supposed to justify Chloe being a bitch (and failed) and Tell me Why I'm stuck as a virgin with rage was the worst out of all of them (maybe, I don't know anything about Twin Mirror). The superpowers barely even mattered - telepathy gets used in a couple of pointless dialogues and alternative memories don't get explored, the spooky monster the kids saw never gets acknowledged, the story feels rushed and incomplete due to the game having three episodes instead of five, the "mystery" is completely uninteresting, significant chunk of the game is spent kissing the whiny tranny's ass, the main villain is a literal background character and, worst of all, the ending and revelation for the whole mystery that the game was building up to is "idk lol". Never thought I'd praise Life is Strange, but, I suppose, it's a matter of perspective.
 
In 2015 when the game first launched, I was still figuring my sexuality and identity, and Chloe played a major role in that.
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Adult Geordie male bases his sexuality and identity off a high school girl character and tells the world about it. It's like something out of Viz. Wonder if Sid the Sexist ever thought about trooning so he can yell "tits oot" in the women's changing rooms.
 
Life is Strange is a game written by middle age french men and feels like a game written by middle age french rather than real American teenagers or anyone who has been an American teenager.
E;R argued that they were right on the money re: their depictions of art school-type American teens, citing his experience in a residential art school.
 
I've played these games just to laugh at them like that one guy who runs the site did. I think the most annoying thing about them is they're by a French game studio, like how about you French faggots mind your own fucking business instead of making a series of games whose message is basically "america is.......LE BAD!!!".

The one with the Mexican kids is the worst, every single white person (other than a fat soyboy) is an evil Trump supporter who wants to kill all Mexicans. They even go to Trump's wall and one of the evil white characters says something like "heh this is why I'm glad Trump is building the wall".

Tell Me Why is just a bad game. It's boring as shit. There's not much to even mock, it's just a boring piece of shit. But it's about a tranny so that earns it all the points it needs.
 
In 2015 when the game first launched, I was still figuring my sexuality and identity, and Chloe played a major role in that.
Ah yes, Chloe. The girl who admits to blaming her problems on other people instead of taking responsibility for her actions... one of which can be shooting a drug dealer's dog and then the dealer himself, after starting a fight with him. Such a fucking sterling example of what you should be. You should be obligated to disregard the rest of the article when the author admits the shittiest fucking character in the game played a major role in your life.

The alternate timeline is a major flaw, but I still count it amongst my all-time favourite games. LiS2 and LiS:TC are better games both narratively and technically, and as a trans person I can relate to TMW more, but the first game has the authority of being the originator, not just of the series, but of a new style for this genre.
A biological male, let danger-haired Chloe play a major role in figuring out who they are. Just 41% yourself, we don't need people this fucking damaged roaming around.
 
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