Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So deep...
My pleasure.
This is especially illustrative of one of the themes of the original game: that even with time travel, you can't elude destiny. However, if this is one of your themes (and it clearly has been) claiming that choices matter is disingenious. I might be inclined to say it's downright deceptive.
Didn't you read Palatina Katinka's comment?
Yes, this was directly in response to it (although I didn't use the quote system.)
You had to go large scale now, didn't you? :)
Sure, if you want to be nihilistic about life. However, most games are a closed narrative. They have a beginning, a middle and an end. Not all games allow the play to input into this loop, but some games, including the original life is strange, do. Some games allow for branching narratives because people enjoy the idea that they have some control over the plot. Therefore, we can just a narrative and the outcome of a narrative without reference to outside media.
There are other titles, Mass Effect 3 comes to mind, that tout choice and consequence, but ultimately fail to deliver and titles like that have been, rightly, criticised on those grounds. Other titles that are stand alone stories usually allow for a degree of vagueness that allows the player to fill in the blank as they wish.
Now, this is not a stand alone title. It's a prequel and it feeds into the events of another title. Prequels are fine for static media, like books, because it's just adding to a universe. The user has no influence on the outcome. However, games are an interactive media. Therein lies the problem. The outcome of the story is known at the outset. The story does not and, more or less, cannot exist without an outside reference point. It is dissimilar to the heatdeath of the universe, because the heatdeath matters very little to any given narrative, whereas the future events relating to the same characters in the same town, in a story that seeks to further establish said future events have a direct relationship. Therefore, that this story is played out of order has a profound effect that cosmic and geological scale events simply do not.