I'm currently playing A Plague Tale: Innocence and appreciating Daniel a lot more. (Not that I particularly dislike him.)
But Hugo is a much better character overall.
I'm currently playing A Plague Tale: Innocence and appreciating Daniel a lot more. (Not that I particularly dislike him.)
Are people seriously complaining that a 9 year old with his whole life uprooted, who's suddenly living as a vagrant with crazy powers, isn't a silent angel? The complaints about an appropriately whiny child are worse than he is.
But nope, 2 is far better than 1. Greatly improved graphics, lip syncing, voice acting, dialogue, location variety, ending variety, and themes. In retrospect, the endings for the first are very lacking; your options are (1) choose a teenage friendship (or fling likely to end in a few months) and destroy a whole town of innocent people, or (2) choose to not be a psychopath and have every choice undone and your playthrough amounts practically to a dream; you could've just stopped playing ten minutes into the game and had the same result.
Bollocks. LiS2 is certainly a more refined experience with better production values, but it's certainly not unequivocally better in all aspects.I really loved it and think it's unequivocally better than the first game. But I've never wanted to get into an argument about it, so I have never posted any opinions on it here.
I'm about halfway done with the game. Hugo is an ill child that was incredibly sheltered, that's all there is to him. I think the mechanics (aka constant hand holding) make me dislike him more than anything, though.
That's where I'm at with it. Some really nice moments but overall it didn't come close to the greatness of the first game.
It has all the tropes of a teenage coming of age story. Movies like The Edge of Seventeen and the first season of 13 Reasons Why have way more in common to the first Life is Strange than any superhero story. Chloe already died, however Max getting a mysterious time power around the same time allows her to save Chloe and go on a personal journey of growth. She gets to spend precious time with an old friend she's lost contact with and really get to know and understand her as well as her own Mom's relationship with her step dad she hates, her step dad, Kate, Victoria, Nathan, her teachers, etc...and learn and grow from the experiences. At the same time, Max and Chloe get to go on a journey to find Rachel, discover she's been murdered, and find out who the murderer is, expose him, and prevent other girls from suffering the same fate.Okay, so I just gotta say one more thing. You say story is a coming of age story to which I agree, you say the story isn't about using it for good or bad but she does use it for good and you have the option of using it for bad as well so of course it is, it has all the tropes of a superhero story Spider Man etc. You say it is about growth, to which I agree as well. But the growth that Max achieves ultimately hinges on letting Chloe die which is one of my problems, when the story doesn't explain why she has to die. Many time travel stories do this (Steins Gate etc) so it is strange why this game doesn't. If Max hadn't tried to save Chloe she could have avoided it all, and the message we get from that ending is "If great power is entrusted to you, you shouldn't use it to make difference because it'll do more harm.
Her rewinding time also undoes all the good things she's done like saving Kate, making peace with Victoria, and getting Chloe and her stepfather closer together.
It's only really infuriating because it leaves all these symbolic clues but never explains them and how they tie to Chloe, which like I said wouldn't be so bad if how Max's powers work didn't influence the final choice.
And that is all I'll say about that. :P
What did YOU think of Life is Strange 2? How did it compare to Season 1?
I'll agree with ya, I enjoyed my time with Captain Spirit more.
Interesting points, I don't agree with you but I enjoyed what you had to say either way.It has all the tropes of a teenage coming of age story. Movies like The Edge of Seventeen and the first season of 13 Reasons Why have way more in common to the first Life is Strange than any superhero story. Chloe already died, however Max getting a mysterious time power around the same time allows her to save Chloe and go on a personal journey of growth. She gets to spend precious time with an old friend she's lost contact with and really get to know and understand her as well as her own Mom's relationship with her step dad she hates, her step dad, Kate, Victoria, Nathan, her teachers, etc...and learn and grow from the experiences. At the same time, Max and Chloe get to go on a journey to find Rachel, discover she's been murdered, and find out who the murderer is, expose him, and prevent other girls from suffering the same fate.
The growth Max ultimately achieves doesn't hinge on letting Chloe die, because she already died. The growth Max ultimately achieves is becoming an adult and instead of avoiding it; finally accepting it like Chloe has. Chloe has went through a tough time and made poor decisions which ultimately led to her death. it's no coincidence even after you save her, she continues to make poor decisions and die because unfortunately that's her fate. The selfish ending you can choose to allow her to live and destroy everybody in Arcadia bay should've at least hinted this fate.
If anything, the time power that you use to save Chloe isn't a curse but a blessing in disguise that you even get to go on this personal journey of growth. And you don't undo all the good things because you could've picked bad things as well and had negative outcomes, but to grow and learn from those experiences and have another chance at it without the ability to rewind time. The Max at the beginning when Chloe died is a selfish, immature girl, and the Max that allows Chloe to die at the end is a much different Max that's a selfless, mature woman that's accepted the harsh realities of the real world and is ready to grieve for her friend, move on and use her experiences to make better decisions.
Thanks for at least reading it. It's been a while since I've played it, but I probably could've wrote something more in depth had I recently replayed it.Interesting points, I don't agree with you but I enjoyed what you had to say either way.
I'm so glad they didn't do that. LiS 1 told a complete story. I read Volume 1 of the comic and thought it felt like bad fan fiction.I agree it was such a dissapointment for me as I absolutely love the original and BTS. They should have just made the storyline they have going in the comic as LiS2.
I'm about halfway done with the game. Hugo is an ill child that was incredibly sheltered, that's all there is to him. I think the mechanics (aka constant hand holding) make me dislike him more than anything, though.
This sure is a take.It has all the tropes of a teenage coming of age story. Movies like The Edge of Seventeen and the first season of 13 Reasons Why have way more in common to the first Life is Strange than any superhero story. Chloe already died, however Max getting a mysterious time power around the same time allows her to save Chloe and go on a personal journey of growth. She gets to spend precious time with an old friend she's lost contact with and really get to know and understand her as well as her own Mom's relationship with her step dad she hates, her step dad, Kate, Victoria, Nathan, her teachers, etc...and learn and grow from the experiences. At the same time, Max and Chloe get to go on a journey to find Rachel, discover she's been murdered, and find out who the murderer is, expose him, and prevent other girls from suffering the same fate.
The growth Max ultimately achieves doesn't hinge on letting Chloe die, because she already died. The growth Max ultimately achieves is becoming an adult and instead of avoiding it; finally accepting it like Chloe has. Chloe has went through a tough time and made poor decisions which ultimately led to her death. it's no coincidence even after you save her, she continues to make poor decisions and die because unfortunately that's her fate. The selfish ending you can choose to allow her to live and destroy everybody in Arcadia bay should've at least hinted this fate.
If anything, the time power that you use to save Chloe isn't a curse but a blessing in disguise that you even get to go on this personal journey of growth. And you don't undo all the good things because you could've picked bad things as well and had negative outcomes, but to grow and learn from those experiences and have another chance at it without the ability to rewind time. The Max at the beginning when Chloe died is a selfish, immature girl, and the Max that allows Chloe to die at the end is a much different Max that's a selfless, mature woman that's accepted the harsh realities of the real world and is ready to grieve for her friend, move on and use her experiences to make better decisions.
I wasn't victim blaming. Chloe's death unfortunately happened. Same with Rachel. Max at least got the opportunity to reconnect and have a deeper intimate relationship with her as they go on a journey of growth together before having to accept Chloe's fate.This sure is a take.
Just going to ignore the part where you victim blame Chloe for getting killed in the beginning.
The worst part for me was the end of Episode 4 where they were obviously going for this big emotional climax like Kate in the first game where Daniel is conflicted because he's feeling guilty and has been fed a lot of cult bullshit and Sean eventually wins Daniel over but the whole thing falls flat. For one, it's difficult to understand Daniel's perspective because that entire cult part is absurdly rushed. But second and most importantly, they created this black and white situation where Sean's getting the life beaten out of him and Daniel could easily stop it but he just lets it go on for-fucking-ever. I couldn't help but laugh at how bad that part was.Episode 4 might have been the worst episode of the entire series for me. Pretty much watched Sean be tortured for an hour. It was heartbreaking as the racism is very real, but the writing was kinda boring, not interacting for long periods of time while this kid is treated like garbage time and time again. The cult was also boring and could've been explored far more, but felt like a bit of a rush to get the mother involved. The cult also opened up possibilities that unfortunately went nowhere.
I couldn't finish 2, I binged 1 until I finished it because of the mystery aspect, always had to see what was going to come next
I guess I just prefer the school aesthetic as opposed to the runaway plot
I completely agree with everything you said. I fucking HATED Daniel, he was an insufferable fucking twerp. The game was terrible overall and I was SO stoked after the first episode. Trimmigrant episode was hilariously bad, I didn't think they could top it, but then the church cult episode happened. I got the ending where the brothers make it to mexico, and then somebody tries to rob them but the boys are like The Boondock Saints now or something? Idk, it was tonally like sometbing that had nothing to do with the game that preceeded it, fucking GARBAGE. It would be my biggest disappointment if Man of Medan hadn't came out. LiS2 is a 4/10, but Man of Medan is a 3/10.
I really loved it and think it's unequivocally better than the first game. But I've never wanted to get into an argument about it, so I have never posted any opinions on it here.
Every time I see someone refer to cameos of previous characters as 'forced', it makes me think they feel that way because they simply just already know who said character is from previous games or media. It didn't feel contrived to me at all. Actually thought it was a really neat cameo, and kind of fitting depending on what you chose for Arcadia Bay in the first game.
I completely disagree, I personally think LiS2 was the best so far.
It doesn't need to be like LiS1 to be good.
It wasn't just one racist douchebag, it was one each episode, and it wasn't nuanced or subtle and it never came from people you were "cool" with it was always from one or two comical over the top villain assholes. Not saying that those people don't exist, but the formula for each episode incorporating one of those kinds of "villains" was shit and a more nuanced approach to the subject would have been alot more interesting, especially if it was coming from some of the people you were hanging out with along the way.
Removing player choice and forcing you into decisions not consistent with choices you'd previously made was unforgivable.
Forcing me to go to the Christmas Market, or to look around their mothers old room, or to let the dog out alone we're all terrible.
The worst part for me was the end of Episode 4 where they were obviously going for this big emotional climax like Kate in the first game where Daniel is conflicted because he's feeling guilty and has been fed a lot of cult bullshit and Sean eventually wins Daniel over but the whole thing falls flat. For one, it's difficult to understand Daniel's perspective because that entire cult part is absurdly rushed. But second and most importantly, they created this black and white situation where Sean's getting the life beaten out of him and Daniel could easily stop it but he just lets it go on for-fucking-ever. I couldn't help but laugh at how bad that part was.
This game suffers from the Ignored Indie Sequel Syndrome thast has afflicted soooo many games...
You don't play as Mexican immigrants. You play as a American of Mexican descent who's the son of a Mexican immigrant. They've never been to Mexico and can barely speak Spanish which makes their road trip to Mexico interesting.I think the themes are exceptionally interesting. Putting you in the shoes if mexican immigrants is very interesting and is seldom represented. I think it is better than the first game because it deals with heavier stuff. Although I dislike the point and click gameplay hence why I struggled to stick with it, rather than the story.
I enjoyed it quite a lot. People say that Daniel is annoying, but that is what little brothers are. If you've ever had a younger sibling, especially a brother, this game will resonate with you.
And I appreciated how different it was from LiS. As great as that game is I didn't want a rehash.
Also I don't think people cared enough about the subject matter in LiS2 compared to 1. Sad to say. People also didn't get any waifus.
Isnt that the episode that has the lovingly crafted straight sex scene and then an incredibly half assed and shitty gay kiss, lol?I also remember reading praise about how Episode 3 handled sex - I dunno, I expected much more.
- The decisions were very simplistic in their impact and often didn't branch the story at all, only affecting the one binary value of whether Daniel was "good" or "not good," of which the decisions to make were painfully obvious: are you an asshole brother, or a good brother? The results from both are... exactly what you expect in regards to how they impact Daniel. And there's no challenge as to being a good brother, or hard decisions leading to you being an asshole. It's just one of two options; there's no reason to be a jerk beyond being a jerk.
- The constantly changing environments means that characters can't stay around long enough to develop or grow or have arcs of any sort. Episode three was the best about having you part of a cast for the whole episode and get to know them more, and it was the highlight of the season for me for that reason. The rest of the season is all centered around Sean and Daniel, which you think would allow for deep exploration of their growth... but Daniel's growth ping-pongs back and forth to let him create the plot. Need him to sneak into the pot farm office for literally no reason to generate conflict? He just does it! Your teaching of him doesn't matter when the plot needs him to act a certain way, but then it just goes back to him being a jerk or a good kid depending on you being a jerk or a good brother. It's inconsistent for the needs of the plot.
Yeah, episode 4 was the worst. The mom part was ok, but everything else was completely unneccessary (church) or felt rushed (hospital, racists, Jacob).I like captain spirit more than the entire game lol
ep3>>>ep2>>ep1>>ep5>>>>>>>>ep4
Some good observations about how Daniel acts in Ep. 5, it just sucks that a lot of developments happen between episodes. I'm of the opinion is that Parting Ways is the best ending overall, Redemption is too cruel to be the best.I haven't played LiS 1 or BtS so I can't compare, but LiS 2 is great. I didn't care much about side characters, but I liked the relationship between Sean and Daniel, and I think it has an incredibly touching story. The talk inside their car at the end of the game made me tear up, especially if you choose the Redemption ending.
Daniel can be annoying at times, but not enough to make me dislike him. I actually enjoyed his character development. He starts off by being a typical selfish, but generally an okay kid. Then after he had enough of Sean's fun police, plus jealousy, he rebels against Sean in episode 3.
Sean's beatdown at the end of episode 4 is necessary for Daniel to realize that his action hurts Sean, but despite of that Sean never stops believing in Daniel. Once Daniel sees that his attitude changes drastically in episode 5.
That's why episode 5 is my favorite. But these scenes are too short, there's not enough breathing room before the ending setup. So it may feel like Daniel is being annoying for the entire game. If he's a perfect little brother all the time, maybe many of you will like it better, but it won't be as impactful.
- Daniel is more comfortable in showing affection to Sean. He hugs Sean when they sleep. He says "I love you" back. In previous episodes, he replies with "I do too/me too", which sounds less sincere. You can tell that before this episode Daniel doesn't love Sean as much as Sean does with him.
- Daniel is more considerate to Sean's feelings, and is actively helping him. He worries about Sean's eye. He offers to help packing without being asked. Sean usually have to ask Daniel for help, like the water jugs in episode 3.
- Daniel is more involved in Sean's hobby. He asks Sean to draw him in his sketches. He made an elaborate treasure hunt game for Sean, and rewards him with a gold star. This is the only souvenir in the game given directly from Daniel.
OP's ending, Parting Ways, is not my preferred ending, but I think it's pretty okay. For the first time in the game, Daniel is showing some responsibility and sacrifices himself for his brother's happiness. I prefer Redemption since I trust Sean will eventually re-integrate into society and his brother's life after some time.
It's kind of a bummer that there's no happy ending, but they made me think, and that will stay with me for awhile.
Some things that killed season two for me were that I felt:
Season 1 is my second favorite game of all time, but I was super happy about the decision to end Max and Chloe's story there. I was excited to see this new direction, but I think the ideas that they went with for structuring the game led to a lot of problems, and then their execution wasn't up to snuff where it was needed.
- The decisions were very simplistic in their impact and often didn't branch the story at all, only affecting the one binary value of whether Daniel was "good" or "not good," of which the decisions to make were painfully obvious: are you an asshole brother, or a good brother? The results from both are... exactly what you expect in regards to how they impact Daniel. And there's no challenge as to being a good brother, or hard decisions leading to you being an asshole. It's just one of two options; there's no reason to be a jerk beyond being a jerk.
- The constantly changing environments means that characters can't stay around long enough to develop or grow or have arcs of any sort. Episode three was the best about having you part of a cast for the whole episode and get to know them more, and it was the highlight of the season for me for that reason. The rest of the season is all centered around Sean and Daniel, which you think would allow for deep exploration of their growth... but Daniel's growth ping-pongs back and forth to let him create the plot. Need him to sneak into the pot farm office for literally no reason to generate conflict? He just does it! Your teaching of him doesn't matter when the plot needs him to act a certain way, but then it just goes back to him being a jerk or a good kid depending on you being a jerk or a good brother. It's inconsistent for the needs of the plot.
- This feels like it should have been its own game instead of a Life is Strange game if only because the powers have almost no thematic relevance to the game. You could make an argument for the powers being a metaphor for showing how Daniel has his own life/agency that Sean can't control, but I feel like that's undercut by his entire life literally being determined by you and how you raise him in the end (except for the brief moments where he needs to do whatever allows the plot to happen).
I can imagine a different version of the game where the police think their father killed the officer and the neighbor, and Sean and Daniel stayed in the city instead of immediately going on the run, and I feel like that would have opened up more possibilities.
There's obviously a lot of questions and gray area that goes into that idea, but it's something that's been bouncing around in my head, and I honestly think it would have worked out better.
- It would still allow them to show the systematic oppression and prejudice that they live with in the aftermath of their dad's murder, dealing with the police, the legal system, and their schools. They would be suddenly becoming outcasts in their own homes as the veneer of acceptance is cast aside as soon as any suspicion is thrown their way.
- It would let them carry a consistent cast through while letting new people be introduced: their mom and grandparents could come as part of the investigation and figuring out who they are going to stay with, while Lyla and other classmates would stick around to bounce off of. The consistent environment also allows more longer-term impacts of decisions, since they would not be overwritten by you leaving to a new environment in the very next episode. ALSO, it would let there be more complicating factors in terms of Daniel's influences, since multiple people would be interacting with and influencing him on a long-term basis, and your decisions with those people could affect how they influence Daniel.
- As the investigation suspects that it was maybe Sean or Daniel who killed the neighbor and the cop, it can maintain the tension of them being separated, while also giving even more weight to the efforts to hide Daniel's powers, since it might lead the police to figure out it was him, and anyone finding out (since they're staying in the same location) would be something to have to continuously deal with the repercussions of instead of being able to escape.
- It can also heighten the tension of what home is, since it's a question of whether they try to continue in their old home that has had its community turn on them, whether they try to find a replacement with their grandparents or mother but still in a country that refuses to accept them, where they know they'll have that same doubt and suspicion thrown at them wherever they go, or try to chase their father's memory and the dream of acceptance in Mexico. From a player perspective, that also has more weight since you would get to see and develop relationships with the people at home since you would be spending time there, making the decision a bigger choice for players.
- From a development perspective, this is also hugely cheaper than building new environments and models for every single episode, maybe meaning they could release episodes on a faster schedule, which could help with maintaining interest, and it would also give them more leeway for their price model. Maybe lower the price and potentially increase sales, or keep the price the same and get a higher net profit due to the lower overall costs.