06/09/2015

Interlude: Life is Strange

Whilst not quite a first in talking about things outside of music, this post goes further than when I spoke about playlisting for the RPG I'm running. Incidentally the playlist doesn't make it to sessions anymore as I can't be arsed heaving the laptop over, or pissing about with an MP3 player that probably won't be compatible with the outputs at my friend's house (no Apple for me).

I suppose technically, since I own the game, the Life is Strange soundtrack is part of my library. Since a licensed soundtrack is not available to purchase it is not included in the digital library that I am actually progressing through, only within the game itself, which I am playing on PS4. There is a YouTube playlist which I am listening to whilst writing this piece. Whilst I will chat a little bit about the use of music in the game (generally excellent), this post is an interlude more because I feel a need to write about the game proper and I don't want to revive a long-dead blog to do it. I have mentioned Life is Strange a few times in passing during recent posts, as a competing demand on my time, as something that I have been enjoying and thinking about in the wider sphere of my life. The goal with this project has never been to focus, laser-like, on the music and nothing else. It is, rather, a stream of consciousness merely directed by the music and where the primary purpose is to get me listening to things I have overlooked and trim out material I would not want to listen to again. Stepping away from that to talk about a videogame is a bit of a departure and, suffice to say, not one I was expecting to make. However for better or worse this is now my platform.

For those that don't know, Life is Strange is an episodic game (to date 4 of 5 are out, and I have just completed the 4th) from Dontnod Entertainment and published by Square Enix. It is an interactive story-slash-adventure game set in the Pacific northwest and focusing around events in one hick town and, particularly, the "prestigious" school institution there. Quotes, because it doesn't really feel like the school is, or should be, so rated. The game is mostly notable for a few things:

  1. It does Telltale better than Telltale
  2. It has a female protagonist and a majority of the major cast are female
  3. Time travel and other magical weirdness, including nods to several genre properties to have trodden similar ground before.
There is a lot more to it than that, but it is the intersection of points 1 and 3 that really makes the game tick, whilst point 2 gives it a distinct flavour to many adventure games. The time travel, or rewind, mechanic means that you can explore different paths for your choices before deciding on which one to go with. These choices are also generally more weighty, with no clear cut right/wrong outcomes, and have more impact on what is to come than in Telltale games, too - or at least, that has been my experience. Judging from the breakdown of choices at the end of each episode I am probably not alone in that view. It also means that there isn't a timer on the decision points the way that Telltale tend to do. There are some time-based events, but the magical time travel girl uses her power to rewind to solve those puzzles and it's not a question of "didn't choose in time, so we'll pick for you".

Before I verge into spoiler territory and talk about the content of the game I want to tenuously justify this post with the music discussion. Put simply, Life is Strange uses music fantastically well. Rather than going down the route of hiring composers to generate them bespoke music, the majority of the LiS soundtrack is compiled from tunes put out by artists or groups you may well have heard of (e.g. Alt-J, Mogwai, José González; the Alt-J track being one of the few that I kept from the disappointing An Awesome Wave), integrated in much the same way that you find licensed music used in TV. Not to do videogame composition down (I bloody love the Bastion soundtrack after all), but this feels like a step forward in two ways. First, to secure the licenses in the first instance by having a product that labels and artists are happy to associate themselves with. In other words the continued movement of gaming towards mainstream entertainment and everything that means - including a more diverse audience. Secondly the seamless integration with the content alongside original scoring, like in film.

All of this builds a really strong sense of place and atmosphere. Some of the nicest moments in the game are found where Max, our protagonist, can simply sit somewhere in her environment and muse upon the events. You can even have her sit down with her guitar and noodle out one or two of the tracks herself. The pieces chosen are often quite soothing despite the game itself not necessarily following suit. In text this presents like dissonance, in context the musical support provides the relief and mental break that you can imagine our protagonist needing to deal with the week that she is having. Also, whilst often soothing, they are not placid tracks, a distinction which is important to the generation of that atmosphere. The Mogwai track Kids Will Be Skeletons is my go-to example there; the title implies something darker than the light and airy guitar melodies actually deliver but there is a murkiness in the bass and percussive structure that provides a tension in the track which stops it just rocking you to relaxation. Or at least in my case. The song is used for the lead up to a particularly sad/shocking moment, a cliffhanger to end an episode. It just works so well and implies that the studio really put some effort in to identify exactly what they wanted to do and how to do it. This is something that always impresses me; as someone who listens to a fair bit of music (I have actually had a chance this week, albeit shuffles whilst working from home more than dedicated listens for this blog!) from across several spheres my mind boggles as to how perfect tracks are identified to accompany visuals. Its something that usually impresses me about BBC documentaries as much as anything else.

Worryingly, this may turn out to be the single longest post here and it's technically off topic. Still, on to the game itself. Here be spoilers, perhaps.

Given this post, it will surprise no-one to find out I love Life is Strange. As a whole it is the best thing I have played in a very long time, despite ostensibly covering US teen/college drama, which I loathe. I think I enjoy Telltale's Tales from the Borderlands more because the humour is fantastically on the button, but I don't think it is a better game. Not by a long chalk.

Episode 1 was a so-so introduction. You get to learn about Max's power and deal with teen wangst and slice of life drama as it starts, but it escalates pretty quickly into saving the life of Max's estranged BFF from her early teens, Chloe. Chloe is a real love her or hate her character, I suspect. I fall squarely on the second side of that, finding her willful stupidity hard to relate to and harder to like. Max I found almost as hard to like to begin with but she grew on me with later episodes, becoming a bit more assertive and less self-pitying. The episode as a whole is pretty much all setup - people, places and the events you will investigate as the plot thickens. I was enticed enough, but not wholly sold.

Episode 2 changed that completely. Whilst navigating around Chloe's epicentre of drama and crazy, which is driven by one of the main plot threads, the disappearance of her friend Rachel that you are investigating, you are also dealing with the deep depression of one of Max's college friends, brought on by bullying and, it turns out later, much, much worse. Kate Marsh is by far the most sympathetic character in the game, and set up to be so really well. The "Jesus waits" type is often the butt of the jokes in college-set media and Kate is positioned in that role. However the game starts with Max as an outsider of sorts too, meaning Kate is by far her most relate-able classmate which sucks the player in. The inevitable progression of the bullying is really powerful over the two episodes and it had me standing up for Kate at every turn, seeing where it was going.  There's a moment in the episode where Chloe rants at Max if you choose to take a call from Kate instead of being all about her (Chloe and Max having fully reconciled not speaking for 5 years during ep. 1) which is, above every other stupid or crappy thing Chloe does, the moment that defines her character for me. I took the call in my playthrough, of course, and didn't even consider rewinding to see the other path.

That right there? An example of how good the game is. It gives you all the tools to fully explore every decision you could make, but then is written in such a way as to produce strong emotional "fuck yous!" to the idea of doing so in places.

The episode progresses and has, thus far, the stand-out ending. No matter what Max does to be good to Kate over two episodes, the rest of the cast outweigh that with their dickishness and Kate, having been the victim of being drugged, has some out of character actions filmed and exposed. She's suicidal and there is an incredibly powerful scene where you - sans rewind having blown your limit to stop time and reach Kate - have to talk her down from the rooftop before she jumps. It can, apparently, go both ways. I got the better result here and would have been pretty emotionally devastated if I had not managed to, more praise for the writing.

See the thing is: the main cast is used really well. This may be an adventure game, but all the most important choices relate directly to other characters or conversations, not objects or investigations. The focus is on navigating the social maze more than the puzzle of what happened to Rachel or what is going on. At least early, anyway. Yes - there are more puzzle-like sections, and these are my least favourite pieces of the game. In episode 4 you are pulling together clues and it's just dull gameplay... its a fair bit of a letdown after the conversational choices earlier. The majority female cast is well realised and most of the time talking to people is fun and interesting. You can, it seems, change a lot of lives in a few conversations. Which, obviously, is OTT for real life, but adds weight to the interactions in the game and focusing on this is a really neat change in tack from most games.

Kate is not the only character who can live or die in different story paths; apparently there's a thread where one of the less savory characters (and note, none of the main cast are nearly as two-dimensional in the good/bad person sense as they first appear) can die as a result of Chloe's actions (which are guided by you as Max with her rewind or "don't do that it sucks!" power). These characters aren't central to the primary plot strand then, but thus far I have seen enough to suggest that, unlike my experience with Telltale games, the paths are truly divergent with several different end states. The main plot might conclude similarly every time (or not, but I would guess it does) but the surrounding details feel substantially more weighty.

Anyhow, after the excellence of episode 2, the third installment was just about able to keep pace. Its crowning moment was Max learning a new use for her power, rewinding to when she and Chloe were kids and saving Chloe's dad from the traffic accident that killed him, predictably establishing a completely different timeline. Whilst there is some weirdness about original timeline Max suddenly then "waking up" in the present day of an alternate timeline with only memories from the original sequence of events, this was a completely unexpected shift in the game. It is made poignant in the extreme by finding out, at the end of the episode, how the change played out for Chloe. The game gets really good at emotional gut punches, and holds that over twice for the start of episode 4. I almost had to put down the controller and walk away when the (now paraplegic and getting worse) Chloe asks Max to overdose her with morphine, despite the fallback of a rewind power. I almost had to do it again when, knowing she has to go back to her own timeline you have to sit through Max experiencing the scene where Chloe sees her dad for the last time once more.

Hell, the writing in this game is so good, that reading a synopsis of certain scenes is enough to produce a strong emotional response. 

Episode 4 ratchets up the tension and the creepiness of what is going on. Real human ugliness, not just magical oddity. This move was not unexpected - after all, someone driven to suicide by having been drugged and abducted, and a young woman missing both point to some very nasty goings on. My problem with the game comes right as the final cliffhanger where that darkness is now applied directly to your protagonist in a way that strongly suggests a very limited way to avoid it. The final cutscene has an antagonist spike Max with a needle and her fall down woozy. This is followed by shots of the scene where you found out just how dark things were earlier in the episode. I hope its just appearances because, well... torture horror is not my thing, y'know. Whilst I am fairly certain Max gets out of it somehow, I'd rather not have to go through it first.

Anyhow - I have written far too much in this piece already, and I still need to find time today to listen to more John Lee Hooker to not stall the library run through too far, so I'll draw it to a close there and simply suggest people do themselves a favour and look up episode 1 on whichever platform they prefer, then plough on with the others if taken by it.

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