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6 Essential Changes for ‘Life is Strange 2’



Dontnod Entertainment has announced that they are working on a follow-up to the popular Pacific Northwest set teenage drama Life Is Strange. Development was announced very briefly in a video with the dev team stating “We are working on a new Life is Strange game, with the Life is Strange team, and we cannot wait to share more about this with you”.

There are no other details at this time, other than a tumblr post the team made, again stating that they will share more later. It’s safe to say that there will be no presentation at E3 this year, but perhaps later in time, we’ll get more information.

(Spoilers for the first Life is Strange to follow)

Life Is Strange has increased in popularity since the game’s release in 2015, and left a deep impression with its fans, so a new game is warmly welcomed. But after finishing the game with Max’s – and the players – major final decision, a follow up begs the question of what could the sequel even be about? Could it be a continuation of Max’s journey? If so, what happens to the player and the story if they chose to save or sacrifice Chloe? Will we finally see Max and Warren go to see Planet of the Apes at the Drive-In in Newberg?

While the first game was captivating and fun, it was definitely not without some glaring flaws. While we don’t know what to expect from the follow-up title, now is as good a time as any to dig into the original Life Is Strange and discuss what changes we can hope for in the new game.

Cast and Setting Change:
In an interview with Polygon at E3 in 2015, producers said they if they were to add another season, it would have a new cast. I’m hoping the new game does include an all new cast and moves away from Arcadia Bay. As accurately as it portrayed small town coastal life in Oregon, I was exhausted by Arcadia Bay by the end of the game. However, I would still really like the story to continue being set somewhere in Oregon, but hey, maybe I’m just little biased, being a die-hard Oregonian myself.

Cut the Mini-Games:
The type of player that engages with something like Life is Strange is one that will fully explore an area, read the extra text, and will happily dig for stray bits of information in an effort to fully immerse themselves in the virtual world. So there’s no need to force a player to do those things. A lot of times in the first game, I would fully explore an area, only to have an NPC make me do it again, as though the developers didn’t trust that I, as a player, would do it. That happened several times in Blackwell Academy, but the one that stands out to me, and other players is when Max has to go find bottles for Chloe to shoot at in the junkyard. I already fully explored the junkyard myself only to have Chloe tell me to go explore it again. It came to be very frustrating because I was hearing the same information over and over again.

Trim The Content:
As much as I appreciate the wealth of knowledge and information that Life is Strange provided to the player, I honestly think it could be cut down more. Every time the timeline would change, Max’s diary would change too, and I never read it because, frankly, I ain’t got time for that. I wanted to get on with the story, and although I like having a lot of content to read in adventure games, I think Life Is Strange could benefit from trimming some of the fat from the content, or providing significant, new story-driven content that does not feel repetitious or unnecessary.

Fix The Dialogue:
In Life Is Strange, the dialogue, most of the time, felt incredibly forced in regard to the way the writers attempted to include Oregon-hipster slang, like “hella” (which we don’t say). It made the dialogue between characters muddy and hard to decipher in important scenes, and personally, took me out of the story. I think a little bit of slang peppered in is fine and even encouraged, but basing entire sentence structures out of slang can be a little too much to handle when the game is so dialogue-heavy.

Take Bigger Story Risks:
There could be bigger impacts on the narrative. I thought it was a bit peculiar that all the choices made prior could become null in one fell swoop with the final decision in the end. Taking more of a risk with actions that can decisively change the narrative could really benefit the game structure in Life is Strange. I LOVED being able to change the decisions I made by reversing time but felt underwhelmed when the choices I made didn’t have that big of an effect outside of a character just getting a little mad at me. More risks in narrative changes are highly encouraged for the future endeavor.

More Weird Stuff Sooner:
The last two episodes of Life is Strange is what make the game for me. The first few episodes were pedantic and slow-moving, and maybe for a purpose when you consider the five episodes as a whole, but the next game could be benefited by incorporating the insane science fiction elements sooner. Establishing Blackwell and Arcadia Bay felt drawn out and the bizarre post-modern elements at the end felt too short. A good balance of both the life and the strange would be greatly beneficial to the coming game.

As much as some things need to change for the next Life is Strange, the first installment is still a deep and impactful game that, for one thing, made me appreciate my own state even more, but also lead me to question the limitless possibilities of narrative games. It really made me question the impacts we, as players, can have on characters of both a large and small scale. The ramifications of choice and the idea that the player can change and shape destiny to their will or the will of others is an impressive feat to conquer, and the developers at Dontnod have already crushed it once. Time will only tell what the future game will hold, but for now, we can simply play Life is Strange, dig into the story, listen to the soundtrack and play it again.

Katrina Lind is a Writer, Editor, and PR Manager for Goomba Stomp. She has an affinity for everything Indie Gaming and loves the idea of comparing the world of gaming to the world of art, theater, and literature. Katrina resides in the Pacific Northwest where she swears she grew up in a town closely resembling Gravity Falls and Twin Peaks.



  1. AQA473

    May 20, 2017 at 5:01 am

    I feel like I was much kinder to this game than many others were. I loved the mini-game segments, the slang was fun and never took away from he experience for me, and I definitely disagree about the “trim the fat” idea that you have. Max’s journal is one of my absolute favorite parts of the game. I would not give it up for the world. It went further than any of her head ramblings or conversations with other characters. We got into her head in such a deep way, finding out that she sees Warren as just a friend, that she questions whether or not Chloe will reciprocate her feelings, jealous of other people, and so on. Each entry changed based on choices the player made. Max felt so alive through those entries. I now view Life is Strange as the pinnacle of characterization in a video game, and am sorely disappointed with pretty much every game I’ve played before or since.

    As for the endings, I agree in that I wish they could have shown a little more of your choices’ consequences, particularly with the Sacrifice Chloe ending. But, if you notice during her funeral, certain people are or aren’t there based on your decisions. Because, even though you unlive the entire week, the player has changed Max as a person, who does remember the whole week. So, Victoria, Madsen, and Kate will be there if you are nice to Victoria, don’t let Madsen get into the “divorce” conversation and get kicked out of the house, and save Kate at the end of ep2, respectively. It’s subtle, but it tells the player that they’ve influenced Max in big ways. I think it’s actually rather beautiful.

    You raise some good points in the article, and I might be a little biased, but I honestly wouldn’t mind if they kept nearly everything the same, except for a new setting, of course.

    • Katrina Lind

      May 22, 2017 at 6:21 pm

      This is awesome! I love adventure games, because people have wavering opinions on what they did and didn’t like, or did and didn’t do. And it’s awesome because everybody has a totally different experience, ESPECIALLY for Life Is Strange. Personally, I never really read Max’s diaries because to me, it felt like there was a wealth of information to gather, and that turned me off to it. I just wanted to progress in the story, and that’s because I’m a story driven player. But other players are really into those small and detailed elements. I actually really want to play it again and make different choices, and now I’ll actually read the diary along with it.

      Also- thank you for pointing out the funeral thing in the end! I never noticed all of those choices, and that’s probably the point. Everybody was at the funeral- I saved Kate, was nice to Victoria, and Madsen never even brought up divorce to me. Really interesting stuff that for sure warrants a second play through.

  2. John Cal McCormick

    May 20, 2017 at 5:46 am

    First up, absolutely needs to be a new cast. Leave the first one as is. It was great.

    Second, I largely agree with this stuff here. They need someone to write the dialogue who has actually heard teenagers talk before. They could easily lose stuff like the awful stealth section or that bit where you had to find the bottles. Focus on the story and the choices and the conversation.

    The only bit I’m befuddled by is where you talk about your choices not mattering because they’re undone by the final choice. That’s literally the point of the entire game. Max’s choices, one after another, are creating an escalating probability of disaster, and it’s only by undoing them that she can save Arcadia Bay. I can understand why it might seem like what you choose doesn’t matter, and it doesn’t, but that’s kinda the point.

    • Katrina Lind

      May 22, 2017 at 6:05 pm

      I totally agree! I thought it was definitely an interesting choice if you chose Bay over Bae to essentially have your choices wiped away, which was the story’s point of time travel and the illusion of choice. I guess what I meant by the story impacts, is sometimes the game lead you to believe that a choice you were making would be bigger than it turned out to be. Some little choices did matter quite a bit, for example if you chose to wipe away all the written gossip about Kate. Other choices, for example I chose to side with David or Chloe at some point, and it didn’t have an impact other than Chloe saying that she doesn’t like me for it. I guess it seemed like the weight of some choices compared to others were disproportional, and I would have liked the element of choice cleaned up or made clearer. But hey, that’s just my opinion 😉

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