![]() While there were moments where the scenery didn’t quite work, in the times where it did work, it REALLY worked however, it isn’t until the climax of the episode that things really get going. Additionally, the game did a decent job in this episode of capturing the beauty of the desert. For example, Brody’s blog entry that you have the option to read in Karen’s camper the first time you walk around Away nearly brought me to tears, and the reintroduction of a certain character from the original Life is Strange was emotionally powerful as well. However, there were a few nice surprises in the first part of the episode. Honestly, the very existence of new characters in this section is confusing it seems strange and impractical to introduce characters in the final hours of the game, when the story is nearly over. Instead of having Sean talk to the random, newly-introduced characters that the player has not come to know and care about, it would’ve been much more effective to use this time to get back to the central relationship of the narrative and show some interaction between Daniel and Sean. With many of these cutscenes, it feels like random characters are monologuing at you rather than having a conversation with you, which completely disrupts the naturalistic style of characterization and dialogue that Life is Strange is known for. ![]() ![]() You walk around looking at things and performing fetch quests and are only rewarded with cutscenes of stilted dialogue that is neither interesting nor informative. However, in the first two-thirds of this episode, a lot of the story just isn’t compelling enough or even present enough to hold the player’s attention and seem worth the trade-off. I certainly agree-part of what makes Life is Strange unique and interesting is that they are essentially interactive stories for the player to go through, and the player sacrifices more complex gameplay for greater focus on the emotional power of the story being told. One may argue that this is to be expected from Life is Strange games their power comes from story rather than gameplay. Unfortunately (but not surprisingly), a lot of the final episode consisted of slow, boring gameplay that was just walking from cutscene to cutscene.
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