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She thinks Chloe is being a hypocrite.
And she's right.
Now onto the max now calling or texting after 5 years, max for some reason was prolonging this for..whatever reason she had like "Oh I'm guilty" and "I'm too shy to text back" (and there is literal implications of her being shy because she doesn't text back for 5 years even though she feels LITERALLY GUILTY AND WANTS TO TEXT BACK? Yeah 100% Max's fault there. But I'm preety she blames it on her guiltiness 100% onscreen and shyness offscreen but idk might be both ways.)
Basically, this means that when Deck Nine wrote that "Chloe didn’t want to go places that her and Rachel were planning to go", they had to essentially retcon what the original writers and devs intended to level the Bae (Sacrifice Arcadia Bay) ending with the themes of the Bay (Sacrifice Chloe) ending.
Because it wasn't honest. Not everyone likes the Bae ending.
But here they make David just wrong, what a character says or believes isn't set in stone. David believed Max moved on which isn't true. Either Max or Chloe hid the state of their relationship to him.
What do you mean by "it wasn't honest"?
Judging by the stats on the original game, both endings are a 50/50 with general audiences,, but as it was even noticed by the people involved with the games (both Deck Nine and Dontnod), the online community has a loud preference towards the sacrifice Arcadia Bay ending and keeping Chloe alive together with Max. And before DE, the official LiS account was the first one to repost many fan artworks portraying both Max and Chloe in romantic affairs (the Pricefield so to speak), and with the official comic book that was set in a possible post Sacrifice Arcadia Bay timeline there was a clear interest into cathering to that crowd, and for a good reason since you would generally want to keep that core audience for future games.
Correct. And to speak, it's clear that for the original developers that each ending required a sacrifice and that Max had to move on and accept the consequences of her actions. If you cared about Chloe and her relationship with Max, they made quite clear that for the player the choice to keep Chloe alive was for a meaningful relationship.
Here's some quotes from Michel Koch, the main game developer and director who worked on the first two Life is Strange games and now on Lost Records-Bloom & Rage:
From GamesRadar[www.gamesradar.com]:
From ShackNews :
Answering a fan on Twitter[x.com]:
With this context, it's a lot more valuable to keep into consideration what the original dev had to say about their endings, that what an external studio like Deck Nine had to say, whose only involvment with the first game was a prequel story focused on Chloe (which had plenty of issues on it's own, but it gave a lot more respect to her character and Max even if she was only present in a single episode).
The comic actually addressed this with Max still having the trauma of the storm. So Deck Nine were not the only ones who think that Max and Chloe not looking back is dumb writing.
Just because it is realistic (as if it is something that would happen irl), doesn't mean it makes for a good narrative experience. And also, it is worth noting that is fully realistic for couples or friends to remain together for the rest of their lives as opposed to break off, or to overcome trauma alongside each other.
The point of the original game is to move on from the past and accept the future, even if it is not perfect and comports a huge deal of trauma, which is not told in plain sight but it is clear within the game narrative (and that seems to be true within LiS2 and its four endings). But even with trauma, Dontnod clearly understood that you can have a bittersweet yet satisfying conclusion.
Yeah. Save Arcadia Bay comes to mind..
Same for Saving Chloe. In short, Dontnod did care about the player agency about the endings and made clear that both endings are right for you. If you care about Chloe and her relationship, you get that. If you care about Arcadia Bay and its people, you get that.
Both endings are bittersweet but highly different, because in both of them Max/the player has to move on with either one of those things, because there's no real perfect ending. I think it's a lot more stupid that with Double Exposure, D9 devalues that simple concept with the idea of "Why hasn't Max just walked into the storm to stop it? Is she stupid?".
In the context of LiS2, it was a simple but useful way to show how the choices you made in the first game worked out, and how Dontnod intended for the character to go; if you choose to save Chloe, she and Max are mostly happy with bumps along the road, they have reconciled with David and they are visiting New York trying to apply to some art galleries, stating that they have moved on and face the future alongside each other; if you choose to save Arcadia Bay, you learn that David and Joyce have divorced but still mantain a friendly relationship with each other, while Nathan Prescott is going to get bailed out of prison for mental infermity.
To me, it's quite clear that David was a mean for the Dontnod devs to give an insight on the past game and how they intended the game to go, rather than the messy retcon Deck Nine made with Double Exposure.