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 (the incredibly
good) 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 series 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 it would turn out, this latest Life is Strange game is
somewhat of a mixed bag; it’s clear here that Deck Nine is struggling 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. True Colors saw
them come the closest, with the game really reaching towards its own distinctive
identity and emotional core, while Double Exposure on the other hand feels like
somewhat of a step back, with an even smaller world than previous entries, and
with the choices you make 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, many of the choices you make feel like
they’re monumental, but in reality have very 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 that choice will be. The
eventual realization that the choices I did make had almost no impact on the
proceedings 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 though 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.
3.5/5