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. 
 

0 Comments