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Post by Discoalucard on Jun 9, 2016 19:39:30 GMT -5
www.hardcoregaming101.net/lifeisstrange/lifeisstrange.htmStarring a young woman with the power to rewind time, Life is Strange's point-and-click DNA is easy to spot, but it turns all of these toward telling a story that's more about longing, regret, and ordinary life, than fighting an Evil Empire.
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Post by Malev on Jun 9, 2016 20:20:18 GMT -5
My qualms with the "hip" writing has been discussed before in another thread ("This is the only place where I can be myselfie!" being a top groaner), but LiS also carries an issue that's been plaguing "games with choices" a lot recently: Irrelevance to the choices in the end. Game Maker's Toolkit touched on this discussing Storytelling in The Walking Dead wherein any choice has to fall within guidelines a lot, but the major one is a sin of a lot of "your choices matter!" scenarios where the ultimate change is the last moment. Life is Strange's Ending A & B really undermine any saves you make, especially in Chapter 5, since it wipes them aside in polar opposite directions. Again, it isn't exclusive to LiS, but it's become an issue enough that games pushing choices and different outcomes has raised a red flag for people over the years. That said, Life is Strange is about as close to playing out a PnC indie film, for good or ill.
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Post by Discoalucard on Jun 9, 2016 20:41:08 GMT -5
The very last choice can be made regardless of how you played the game, but there are a lot of little things in the last chapter can that play out very differently depending on your previous choices, the biggest being: whether Victoria lives or dies There are also smaller things like how you develop your relationship with Warren, a few other minor characters you can save, etc. I think this is something people say they want, but in practice I think it would be really frustrating to get foisted into certain endings without knowing the full consequences beforehand. It might add replay value, to get the ending you want, but replaying these type of cinematic games, especially from scratch, just isn't fun.
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Post by Maciej Miszczyk on Jun 10, 2016 1:55:53 GMT -5
I think this is something people say they want, but in practice I think it would be really frustrating to get foisted into certain endings without knowing the full consequences beforehand. It might add replay value, to get the ending you want, but replaying these type of cinematic games, especially from scratch, just isn't fun. keep in mind that not everyone is a completionist. one of my favorite ending styles for choice-based games is the one they had in old Fallouts and Arcanum with multiple semi-independent segments. trying to see every possible ending would be exhausting (although some people - especially walkthrough writers - did that) but because those endings were logical consequences of longer storylines, they were satisfying the way they were. I haven't played LiS but the general lack of choice was my main gripe with Telltale games which seem to play similarly. those games advertise themselves on how story is affected by your decisions but player's influence on how the whole thing plays out is ultimately small. and it's not like it's impossible to do it in a different way, it's just that the combination of episodic formula and cinematic style limits non-linearity.
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Post by vetus on Jun 28, 2016 5:15:38 GMT -5
From some walkthrough videos I have seen for this game, the dialogues are like they were taken from bad, teenage soap opera drama you usually see on MTV. That's my personal view at least.
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