Maisie Pattison reviews the videogame Life is Strange
A brightly coloured butterfly flies in through a bathroom window, landing on a nearby bucket – an unskippable photo opportunity, but also a demonstration of this game’s key theme: the butterfly effect. Implemented throughout the game is the rewinding time mechanic, allowing the player to instantly undo their previous actions and make new choices whenever they see fit. Initially, this allows for the player to forget consequences, and freely make decisions they may not make in real life.
Life is Strange is a game that allows for these interesting and philosophical decisions and combined with its unique protagonist Max Caufield, wide representation, and in-depth emotional storytelling, this makes it one of the best games from DONTNOD.
Episode three, famously known as “Chaos Theory” is the halfway point of the game. In simple terms, Chaos Theory is the idea that miniscule changes early on can have radically different results later, again returning to the idea of the butterfly effect which is represented further in this episode. The choices posed to the player go beyond surface level interactions, but rather detract from the player’s morals, making choices one may even have to make in real life. A famous scene from the game’s alternate timeline is when Max uses her power to break the concept of time itself, accidentally opening a second timeline where the world is completely different, then being forced to make the choice to allow her friend peace, or keep her alive for her family.
But this doesn’t present as an isolated event: the game represents issues commonly dealt with amongst teenagers and young adults – the target audience – with such as the topic of suicide. This then furthers the emotional depth the game carries. Suddenly, the rewind mechanic is revoked due to Max’s exhaustion, and it becomes up to the player to talk Kate down from a rooftop – except the conversation relies on prior knowledge of the character, saying the wrong thing will put her life at risk. Whilst this remains an impactful moment in the game, it also makes this moment timeless as it demonstrates the idea that you cannot take back your actions, and what you say to people leaves a permanent consequence.
On the topic of representation, the game presents a morally grey key character: Nathan. At first, he is representative of a privileged, white family in a position of financial power, but then the game goes deeper into the character by adding a layer of vulnerability, referencing mental health struggles which are exploited by another character. Unlike other games, it combines realistic character portrayal with the supernatural elements to make it both relatable and engaging.
So what allows a character like Max Caufield to linger in people’s minds? It’s the way she is portrayed in comparison to other game franchises. The focus strays away from the typical sexualisation of female protagonists, rather focusing on her personality traits and her relationship with both the other characters and the world around her, allowing for scenes packed with emotion and depth, and risks the player has to therefore take when making choices. Additionally, this makes her character more relatable to the young adult audience allowing people to see themselves in her.
This is why the game remains such a relevant and topical game, and why it is important for people to continue to play it today. Through the philosophical questions posed, to the depth of all the characters and storyline, it’s a game that should not be missed.










