Life is Strange: Double Exposure review – the most satisfyingly speculative, but least intimate, entry into the franchise yet

The franchise is quiet and versatile, so it’s odd that I’m always grateful for life. The elevator pitch describes it as a choice of his own adventure series about modern American superheroes, but certainly there is space within that short summary to tell all sorts of different stories. All life is a strange game, usually more or less involved with a degree of mystery, thriller, sci-fi, and romance. But every new entry will balance it and create something subtly, unlike what came before.

Life is strange: double exposure They play their reputation to blind the audience with the last thing they had hoped for. Everything about the marketing of the game suggests a nostalgic retread for the original game. Max Caulfield is back. She is also investigating murder mystery related to the shooting of her closest friend. And if that’s all you want to know about going to the game, I recommend suggesting you play it before you read more. something Get away.

Manage cookie preferences

If you’re still here, allow me to tell you that I’m loyal to that repetitive owl motif (twin peaks, naturally), life is strange: double exposure is not something that you won’t see. This isn’t very whodunnit What-f **k. It’s not going to work for everyone, that’s what I’m sure. However, if you were worried that Deck Nine was too safe this time, I’m sure I could convince you otherwise.

As part of speculative fiction, Double Exposure delves into some questions that have always wanted life to be strange. If Max didn’t accept that Stark binary choice at the end of the first game, even if he stopped thinking about it for a second, he was completely self-imposed – is it set to stone?

What happens if bystanders witness a super powerful event? (as happened) multiple The era For example, in Life Is Strange 2), did you not simply move through your life as if nothing normal had happened, but did you change so much that you moved to find the answer? Most interestingly, what if some of these individuals finally realized that their extraordinary power was not an isolated phenomenon? Double Exposure certainly appeals to my sci-fi fans who have been seeking a more hardcore analysis of this world since the original.

I know what you’re thinking, but no, I’m not going to do shoehorns in tortured phallics about how the lore of this series is like a complicated puzzle box. |

It’s strange for someone who has enjoyed life so much. I thought it provided real colours and much needed rest after the strength of LIS2, so nonetheless I came to better understand some of the criticisms of that game while doing double exposure. When you dig into it, if you know the general concepts of the game, nothing happens in real colors as much as there is little surprise to the store. It’s all going well – the idea that not all good game stories need a big twist is the idea that I’m a hill to die for – but double exposure effectively unfolds that shocking moment to guide the story in a very strange and wonderful new direction.

Contrary to all expectations, I can’t tell you how many times I hear this game with a mix of joy and mistrust that DeckNine actually pushed the pedals to the floor, passing through the wildest speculative territory the series has always hinted at but rarely mentioned directly.

Of course, there is a trade-off between all of this. Double exposure features well-written, likable characters, but there are fewer moments that will pull you in. Perhaps the cast is older and more emotionally mature than their previous entries, even when faced with unrequited love and other painful truths. But likewise, it may be because everyone focuses on missions rather than the whole story. There are problems to solve, and by Gosh, a group of academics with an incredibly narrow discipline of specialisation considers them to be for work.

It’s definitely the truth of fiction, but you lose some of the more intimate moments, just talking about a bit of life while past characters from Lis Games wait for something to happen. Max is so ambitious that she won’t go home or visit a bar where potential new love interests work, unless the plot has critical goals in mind.

Max uses his pulse power to peer into another timeline at the Snap Came Pub.
“I’m sorry, Amanda, I want to stop and cheat, but there’s a task to complete.” |

The second and less appealing, the exposure is much welcomed by the second of double exposure, is a welcome to speculative territory. The aspect of the murder mystery is that it doesn’t close as neatly as you would like. Answer to the central burning question, “Who shot Safi?” Safeness in marketing, or even the first half of the game, is not as important as it leads you to believe. In fact, there are surprisingly few influences and solid explanations at the time Max completes her wonder through the multiverse to capture the killer.

Safi’s murder is not even the only mystery that is not available to obtain a satisfactory explanation. One of the game’s most shocking and exciting sci-fi set pieces feels like the beginning of an interesting new subplot, but in reality it turns out to be a rather unpleasant way to cart the more temporal aspects of the investigation.

While summarizing the whole mystery in a murder mystery story is undoubtedly a flaw, in mitigation I would like to submit the fact that double exposure is far from the original genre blender and away from the starting point. And what’s very important is that I didn’t actually notice any of the aforementioned semi-plot holes until I finished the game. At the time, what was intrigued by It was What do you happen to be interested in? It wasn’t.

Again, I argue that dropped threads are a common factor in all LIS stories. This isn’t to say that this is not a problem you can take with a franchise, but it suggests that if you reach the fifth game, it’s a drawback that you can overlook a lot of things.

The inger cat sits on the cushion and looks up at Max.
There is a DLC subplot introducing a very cute cat. However, I would recommend honestly waiting for the sale with an extra £25. |

The main theme of double exposure is regret. This is very well tied up until the end of the first game. No matter what choice Max makes in Arcadia Bay, she is troubled by the consequences of not making the opposite decision. And of course, why is this? Despite the controversial sidelines of Max’s original crime partner, Chloe, it’s a neat way to ensure that the player’s original ending choice feeds into double exposure in a critical way without requiring the sequel to be two completely different games.

There is a commendable emotional realism for not retrospectively assigning “good” and “bad” results to the original, but Max (and other survivors of Arcadia Bay Ark in your version of the story) shows that no matter how she directed and how she died, she is deeply and permanently influenced by the person she directed. Recovery is never on the table, but growth after trauma is absolutely there. And it’s through this somewhat disgusting but unmistakable level of lens that Max returns most often.

The suppression also runs not only as a central theme with the game, but also as a catalyst for most important plot points. So it may not be too surprising that many characters seem like a good feeling due to their distant loneliness rather than warmth. Max herself is still emotionally guarded as ever, and her diary brings Chloe’s own Missive to appear in the Absent Max before the Storm in subtle mirroring, as an imaginary conversation with Chloe, to Max, the only outlet where the player knows her raw thoughts.

In fact, the breakup of her partnership with Chloe is the most sharpest manifestation. Every person with double exposure has a well-trained social filter, so there is no wildcard to lob a verbal hand rena bullet just to see fallout. This is one of many reminders, unlike all other LIS games to date, where De is often solid about the group of adults in a professional environment.

Vin and Max look at each other out of the window in front of a snowy tree view.
Vinh is one of Max’s newest colleagues, and is a very entertaining presence, even if the optional romance is completely lacking in chemistry. |

The cast of new characters living at Caledon University is more powerful than ever – whether it’s Don’t Nod or Deck Nine at the helm, Life is Strange ensures that they bring together a compelling ensemble cohort. It’s a shame they’re almost completely overshadowed by Max’s role as a return of the main character. However, despite the obviously slow start of the game making it seem particularly hopeless in this respect, the double exposure completely justifies the use of the returning hero.

The central story of double exposure, like most LIS titles before it, ultimately belongs to someone close to her, rather than a playable character. Midway through the game, focus changes dramatically towards heavy deuteragonist than ever before. Having an established character that can be put aside at that dramatic right moment feels more elegant than building a brand new lead.

Certainly, I think this story didn’t work the same way as Alex and Daniel, who might have been incorporated without taking such a hardline to close the intentional open ending of the series’ most iconic previous games. However, there is something about the original hero returning her and discovering the existence of other powerful people. Powerful More than any alternative could be made.

Max begins talking to Safi, who holds a flashlight in an urban area at an abandoned bowling alley.
Don’t be distracted by the brilliance of the current generation. Max is still a highly recognized Max, and Hannah Tell has excellent return performance. |

Nevertheless, Max’s return to his perspective has its drawbacks, but in my mind, these are primarily mechanical. Criticism of non-max-starring LIS games often focuses on the fact that the power of other characters is not flowing freely, and use is largely limited to set pieces rather than being available for experiments at any point. Like the original, double exposure gives Noodles multiple opportunities with Max’s power in a particular scene, but this brings the same problems as the first game. In other words, the gameplay loop becomes a repeat of touch.

Of course, that’s not the original sin. In the first LIS, Max encounters a social situation she was unable to navigate, fumbles the information she needs in her way, and rewinds time to make the encounter smoother. With double exposure, Max encounters an investigation obstacle that she cannot overcome, so she quietly jumps over into parallel universes and gets what she needs before returning to solve the problem.

This is clearly a deliberate biggest quirk, and in most cases the gameplay is satisfying. However, three or four fact-finding missions occurred in a row, and cracks in the formula began to appear. Luckily, the second half of the game adds a welcome touch of diversity.

Max and Safi look into Max's phone and find a large pride flag stolen goods hanging from the wall behind it.
After clearing some toxic elements of the company, DeckNine has rebelled back to the strange game with the most obviously strange life, but this is an impressive high bar to clear.

Life is strange: Double exposure suffers from what I sometimes call the “second book of the trilogy” syndrome. The first follow-up that decides to build something originally designed as a structure of self-reliance, in a sense, can get the worst of all worlds. The pristine legacy acquired by the original is at a cost in the name of laying the foundation for the future, but the second entry does not shine on its own. The double exposure makes it very clear that this is not seen at the end of Max Caulfield, but it is intentionally vague how she will make its next appearance.

I have to admit some degree of ambiguity about this. As a longtime fan of the entire LIS franchise, am I very excited that future games will ultimately explore the greater meaning of people with multiple powers realizing each other’s presence? of course. Want to see Max Caulfield-Helmed Games become an annual event? Is it a story adventure equivalent to Call of Duty or Assassin’s Creed? It’s definitely not. This series has a huge cast of interesting characters to collaborate at this point. I highly hope that the intention here is to introduce new faces along the way, continuing to develop as many people as possible.

Life is strange: Double exposure wasn’t the perfect follow-up to Max’s original story and it would have really been nothing. However, as reflected in Max’s own character arc, the intention here is that while being bound to be messy and experimental, it is clearly looking forward to it, rather than retreating, with the intention of approaching curiosity about what has come, rather than regretting what has happened.

Oddly enough, like life, the atmosphere of this game is perfectly suited to the story you’re trying to tell, even when the details are sometimes confused.


Life is strange: double exposure Reviewed on PS5 using code provided by the publisher. Starting today, it’s available on PC, PlayStation 5, and Xbox Series X/s, with £50/$50 for the standard version, £60/$60 for the deluxe edition, or £75/$75 for the ultimate edition. The Nintendo Switch port has been announced, but there is no release date yet.

Related Articles

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Popular Articles