LIFE IS STRANGE | PART 1 GAMEPLAY WALKTHROUGH
Maxine "Max" Caulfield returns to her hometown of Arcadia Bay, Oregon, where she witnesses childhood friend Chloe Price being shot in the school bathroom. The incident triggers Max's abilities to rewind time, allowing her to save Chloe from the gunman. As the two friends begin to reconnect, Max has visions of a violent storm approaching Arcadia Bay, and uses her newfound powers to help Chloe track down her missing friend Rachel Amber.
The Life Is Strange games are graphic adventures played from a third-person view. The player can examine and interact with objects, which enables puzzle solving in the form of fetch quests and making changes to the environment. The player can explore locations and communicate with non-playable characters. Dialogue exchanges feature branching options in conversation. In some instances, choices in dialogue will alter and affect the story through short- or long-term consequences. For each one of the choices, something good in the short term could turn out worse later.
Each individual game in the series features a central mechanic unique to that game. In Life is Strange, the player (as Max) has access to a "rewind" ability, which allows them to rewind time and alter the course of events. The rewind mechanic is accessible in conversation, allowing players to navigate branching dialogue options and change the outcome of a conversation to be beneficial to the player. Items picked up are kept in the inventory after a rewind, and changes in the environment remain in place. In Before the Storm, Chloe has a "backtalk" mechanic that allows her to persuade and intimidate other characters through conversation, with either positive or negative effects. In Life is Strange 2, the player (as Sean) must guide Daniel, who has the power of telekinesis, through various moral and ethical choices that will influence how he will use his powers to help or hinder the player as the game progresses. In True Colors, the player (as Alex) has psychic empathy powers that allow her to read and manipulate emotions, which she perceives as colorful auras, to physically see how others feel around her at the cost of being "infected" by their emotions. Some of the non-player characters will have more intense auras indicating trauma or hardship they may be going through. When Alex interacts with them, this creates a "nova" that appears to transform the world around Alex and the character to reflect elements of this trauma, giving the opportunity for the player to figure out what caused their emotions and to opt to guide Alex in helping to comfort the character.
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