A last-minute casting in the school production of The Tempest is another
highlight, and it rewards players who read between the lines and pay
attention to its many smaller details.
The truth can be hard to look at, is it really something you're ready
for? Maybe the lies we tell each other are less horrible than the
truths we keep hidden? In addition to these being the main questions
Life is Strange: Before the Storm asks of its players, they were also,
in a way, the questions those players asked of publisher Square Enix
when Before the Storm was first announced. Why spoil the mysteries of
the original Life is Strange by laying them bare for all to see? Why not
let fans leave the words unsaid and the people never met to their
imaginations? Why entrust these beloved secrets to a new development
studio? But, despite those legitimate concerns from the Life is Strange
community, since the first episode launched in August this year it's
been apparent that Before the Storm is not only a worthy follow-up to
the original Life is Strange, in some ways it surpasses the groundwork
that has already been laid.
Before the Storm paints a more
intimate picture of Chloe Price, hellraiser best friend of the
original's protagonist Max Caulfield, three years before the events of
Life is Strange, in the time Max moved away to Seattle and the two lost
contact. Playing as Chloe is a markedly different experience to playing
as Max, and given how much you know about Chloe's future at this point,
it's remarkable how much freedom it feels like Before the Storm gives
you in shaping her outlook and attitude.
Crucially, of course,
Chloe does not have Max's mysterious ability to rewind time. This could
have been regarded as a step backwards in the complexity of the game,
but Before the Storm wisely plays to Chloe's strengths of perception and
social manipulation, meaning there are plenty of opportunities to
carefully explore your surroundings and approach altercations as a
puzzle to be solved. And there's a very marked permanence to the
responses you give and the reactions you have to the world around you,
raising the stakes in a very real way.
An extra layer is added to
certain conversations in the form of Backtalk, a unique skill for Chloe
where she can turn an opponent's words against them in a sort of verbal
Tug O' War. These are never mandatory, but can open up new dialogue
avenues and resulting consequences if undertaken. They range in
difficulty, sometimes allowing you room for slip-ups and sometimes
immediately failing should you give one wrong answer. Responses must be
given in a very short time frame, piling on the pressure in an already
tense stand-off. Backtalk is a very Chloe way of dealing with the world
around you, and although it doesn't always flow in a way that feels
natural, it's a shame that it is used less frequently as Before the
Storm moves towards its conclusion.
Chloe is only one half of the relationship at the core of Before the
Storm, however. This is our first time meeting Rachel Amber, the
enigmatic figure at the centre of Season One's disappearance case. Fans
were worried that actually meeting Rachel after only hearing about her
in the original series would spoil her allure, but in truth spending so
much time with the real person behind all the rumours and hearsay is
every bit as intoxicating as you'd hope it to be - Rachel is a
beautifully nuanced individual, as strong and as vulnerable as she is
deeply flawed and ultimately unknowable. The chemistry between the two
young women is immediate and electrifying. Seeing and experiencing them
both as I do after playing Before the Storm enriches the experience of
the original Life is Strange in ways I didn't think possible. It changes
not only how you see them, but how you interpret different events of
the original game and, surprisingly, how you feel about Max by
extension.
Many players wondered what point there was in telling
the story of two people we already know the fates of, but Before the
Storm's greatest strength is in coaxing you into forgetting everything
that has come before and losing yourself once again in Arcadia Bay, in
letting you forget the hardships to come and revelling in the heady rush
of an exciting new relationship. It also takes risks by introducing new
characters and new scenarios. The D&D section of Before the Storm's
first episode was quite a large departure from the tone of the original
series, entirely optional - and an absolute triumph with fans. Players
can return to the fantastical adventures of Elamon and Callamastia in
Episode 3, but only if they've followed a very specific set of actions -
otherwise, the opportunity to play won't even arise. It's also a clever
conceit that actions Chloe takes throughout the story can have an
effect on her luck in-game. Players who take the time to explore and
interact with things up until the game will be rewarded with a higher
perception roll, for example.
Additionally, Before the Storm introduces new characters so likeable
that, going back and playing the original series after having started
Before the Storm, I actually missed them among all the obnoxiously
pretentious Blackwell alum. Conversely, some side stories involving
familiar characters seem to fizzle out in Episode 3, and it makes you
wonder whether it would have been better to have kept them away from the
story entirely. But then, it would have been disappointing to fans not
to have them included at all, and seeing how differently some of these
characters deal with the acerbic Chloe as opposed to wallflower Max is a
treat in itself.
As with the big, story-altering choices in Life
is Strange, your decisions in Before the Storm have no right or wrong
answers, but nor are they choices that mess with the fabric of time,
space and reality. The decisions Chloe makes in Before the Storm are the
million everyday decisions we all make every single day, to further our
own agendas, to help those we love, to heal, to hurt. In its best
moments, Before the Storm prompts you to look inwards and ask yourself:
are the lies we tell ourselves any better or worse than the lies we tell
other people? It reminds us, again and again, that nothing and no-one
is ever just black and white. A bully can have the best interests of
those who can't help themselves at heart. A parent can do unthinkable
things to preserve their child's innocence for just that little bit
longer. You can criticise someone for hiding a painful truth, but turn
around and do the exact same thing simply to keep a smile on the face of
someone you love.
As Before the Storm reaches its conclusion it
culminates in a decision that, ultimately, is just about a careful
choice of words. But words destroy worlds just as easily as tornadoes
do, and no-one will feel that more acutely than players who are invested
in Chloe and Rachel's world. The final choice means nothing if you
don't care for these characters, and asks you to be introspective in a
thoughtful way that games rarely manage.
One of the things I truly
loved about Life is Strange, even when the dialogue was a little
off-putting and the lip-syncing was poor, was that it was always
heartfelt and earnest. Too often now it feels like we are encouraged to
mock anyone and anything that dares to bare its soul, both on-screen and
off - to be honest with ourselves and with others is to be vulnerable,
and to admit that maybe you don't have all the answers. Before the Storm
puts itself out there in the same way as the original series; this is
no cynical exercise in spinning out a successful franchise for a quick
cash grab, this is a labour of love and care by developer Deck Nine. In
its best moments, Before the Storm portrays the beauty and wonder, as
well as the danger and difficulty of loving others in a real, raw and
intelligent way, setting the bar for other games like it to follow.
It's a shame that events in the final episode force Rachel and Chloe
to spend large amounts of time away from one another. If anything,
Before the Storm could have done with one more episode to flesh out
revelations made in the game's final few acts and avoid a lot of
confusion and even a few plot holes and inconsistencies as it hurtles
headlong into a rushed resolution. Although it's amazing what Before the
Storm has managed to accomplish in just three episodes, it would have
been fascinating to explore a few of the plot threads that ended up
being left by the wayside - the relationship between Chloe and former
fling Eliot, for example. And though there are plenty of nods and easter
eggs for eagle-eyed fans of Life is Strange, Before the Storm never
feels like just filler material, or like we're treading water until the
main events get underway. It also looks and sounds beautiful, carrying
on the somewhat dreamlike, sun-drenched visual quality of Life is
Strange and punctuating moments of calm with wistful and delicate indie
rock, adding texture and a distinctive rhythm to a world already dancing
to the beat of its own drum.
Despite fears that it would sour
the memories of our first trip to Arcadia Bay, Before the Storm changes
how we see not only Chloe and Rachel, but the rest of the world that
Dontnod created. Its story is more mundane than the original - and by
that I mean more relatable, more meaningful, more painful and more
beautiful. Before the Storm is not a magical mystery story, it is an
everyday tale of two people coming together at the exact right time in
their lives. it's about capturing those moments, big and small, that
change who we are as people. Every player will bring their own
experiences and prejudices to each situation, conversation and
confrontation within Before the Storm, and what you answer may tell you
as much about yourself as it does Rachel and Chloe. Before the Storm
does what every worthwhile prequel should - it tells its own story and
connects to what came before in a way that enhances both experiences for
the better. Hella feels.
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