Monday, December 30, 2024

New Review: Even with some extremely iffy writing and stagnant gameplay, Life Is Strange: Double Exposure is loaded with personality and intrigue.

 


It’s now been around 9 years since the Life is Strange series first debuted back in 2015. Originally created by French studio DontNod Entertainment, these adventure games have been known for their warm and nostalgic vibes, character-driven storylines, dark and often intriguing plots, highly interactive environments, and of course the key decisions you make and their consequences.

Now firmly in the hands of Colorado-based studio Deck Nine, who previously worked on Life Is Strange: Before the Storm and Life Is Strange: True Colors, the series has never quite managed to live up to the first installment, which remains by far the deepest from a storytelling and gameplay perspective. Even with that said, the games since have remained enjoyable in their own ways; each one features a unique new power that the main character is bestowed with, and though the gameplay has evolved very little over the course of its existence, the immersive vibes of each game’s world, some great soundtracks, and the intrigue offered by the storylines keeps things interesting and has kept me coming back for more.

Life Is Strange: Double Exposure makes the somewhat bold decision to return to Max Caulfield, the main character from the 1st game, albeit many years later. Now she’s a graduate student at Caledon University in Vermont, where she studies photography. And though her character’s now much older, Deck Nine has managed to write her in a way where she still feels familiar to the high school-aged Max who we remember from the original game. Aside from some minor references to her adventures in Arcadia Bay, Double Exposure largely tells its own new story and features an otherwise entirely new cast of characters.

As with all Life is Strange games that came after the 1st one, Double Exposure is somewhat of a mixed bag; it’s clear here, as it was with 2021’s True Colors, that Deck Nine has struggled to evolve the series much at all from the formula successfully established by DontNod’s Life is Strange and (to a much lesser extent) Life is Strange 2. In fact, if anything the series has been devolving, with Double Exposure featuring an even smaller world than previous entries, and with the choices you make over the course of the story feeling like they have less impact than ever before.

But I’m getting ahead of myself. Life is Strange: Double Exposure begins with a slightly strange sequence, with Max and her friend Safi having broken into an abandoned bowling alley to take pictures. The dialogue between the two characters suggests that they might be love interests on some kind of date, which turns out not to be the case. But it’s an immediate example of one of the more puzzling quirks of Double Exposure, which is that it’s often difficult to discern what the writers were attempting to portray with the characters in any given scene. Oftentimes I’d find myself staring at the screen, confused as to why the characters were behaving the way they were behaving, and what their relationship to Max was supposed to be.

Afterwards, Max, Safi, and their friend Moses are hanging out up on a campus rooftop at night to stare at the stars, though the night ultimately ends in tragedy.

I’m going out of my way not to spoil specifically what happens, though the game’s marketing quite frankly doesn’t seem to care too much about keeping the secret. Regardless, Caledon University finds itself gripped in the midst of a murder mystery, with Max finding out that she has the ability to switch between alternate timelines: one where the murder has taken place, and one where it hasn’t.

The setup’s strong, and the mystery and atmosphere, along with the possibilities offered by this new power, keep things pushing forward for probably about 2/3s of the adventure. Though where it ultimately ends up leading is a lot less interesting than where it begins, getting there’s an atmospheric and fun ride for the most part, with the core Life is Strange gameplay and world remaining fun, unique, and accessible for gamers and non-gamers of all skill levels.

As illustrated in the opening sequence, where Life Is Strange: Double Exposure struggles quite a bit is in the writing; as with the other Deck Nine-developed entries, the choices you make all feel like they’re monumental, but in reality have extremely little impact on the direction that the story goes. Even the big choice you make at the end of the game only seems to result in a different line of dialogue; never in a game like this have the choices seemed to make such little difference. Double Exposure’s sometimes odd dialogue and occasionally strange behavior of the characters often made it hard for me to understand what the game was asking me to decide, with the results of my choice feeling completely disconnected from the choice I thought I’d made. Ultimately I was able to get myself to just go along for the ride, but the writing in Double Exposure, more than in any other Life is Strange game, stands out as an area that really needs work, especially in terms of character dynamics, which are all over the place.

One area in particular that proves to be disappointing is the “romance” aspect. As with the main character in many of the Life is Strange games, Max is bisexual, which theoretically opens her up for romance options with either male or female characters over the course of the game. That said, she has almost 0 chemistry with any of the male characters, all of whom come across as awkward or even (in the case of Vinh) a little creepy, while it seems like almost every female character Max comes across is bubbly, flirty, and personable. It’s so abundantly clear which direction the game wants you to go that it doesn’t even seem worth it to go out of your way to explore any other option. Though I ultimately ended up enjoying the dynamic between Max and the person who I ended up with, this (like so many other aspects of Double Exposure) only makes a very surface-level difference in the plot and fades so far into the background that it sadly doesn’t leave much of a mark.

The world of Caledon University is pretty but definitely on the small side; Double Exposure only contains a handful of explorable locations, and while the campus feels big at first glance, it becomes clear pretty quickly how limited it is. Though the snowy quad and the Snapping Turtle Bar are beautiful and truly feel alive, a lot of your time is spent going back and forth between two dreary academic buildings, which gets old. The ability to leave campus and explore a nearby town (or anywhere else) would have provided some much-needed variety.

Max’s new power to flip into the alternate timeline and back again is the series’ most prominent since the first game’s truly innovative Butterfly Effect-like time travel ability; the world pre-murder feels vibrant and lively, while the world post-murder looks and feels more somber and eerie. Flipping between them is jarring (in a good way) and provides for a handful of really cool moments. While this power is ultimately relegated mainly to fetch quests and truly mindless puzzles (door won’t open, switch to the alternate timeline, door now opens) the times where it’s used well are really interesting, which led me to wish that its implementation was for more exciting purposes than opening doors and collecting objects.

And ultimately that’s what turned out to by my main takeaway from Life Is Strange: Double Exposure. The series’ gameplay is back and is as fun as ever. The world feels alive, the soundtrack’s ambient and really takes me to a place, the characters are generally likable and fun to get to know (some truly iffy moments aside) and it’s just impossible not to be absorbed into the unique universe that is Life is Strange. It’s what keeps me coming back every time, and it doesn’t disappoint. At the same time, Double Exposure struggles quite a bit in other areas; the writing at times feels borderline incomprehensible, especially in terms of how characters act and how they interact with each other. This makes it hard to discern exactly what choice the game is asking me to make and what the results of it would be. The eventual realization that the choices I did make had almost no impact on the proceedings (similarly to True Colors) is a big issue, and the plot really sputters out in the final chapter. Max’s new power to alternate between two timelines similarly offers potential and some cool moments, but ultimately that too feels more often than not like a superficial layer over some pretty mundane fetch quests and “puzzles.”

But Life is Strange: Double Exposure is a game filled with personality, as this series has always been known for, and though it’s one of the lesser entries, and it falls short in numerous other areas, (especially the writing) I still found it to be an enjoyable, often intriguing ride that I hope will stick with me for a while. If Deck Nine can find a way to evolve the gameplay, add more impact to your choices, and step it up in terms of the writing, I think another great Life is Strange game is very much within their reach. 

3.5/5