Thursday, July 30, 2015

Life Is Strange - Episode 4




WARNING: MAJOR SPOILERS PRESENT. If you have not played Life is Strange at all yet, or started and aren't caught up, be warned that there are major spoilers. Go and catch up, then come back! You'll probably want to talk about it.


I was initially waiting for Dontnod's episodic game Life is Strange to conclude before writing anything up about it, but the events of Episode 3 were pretty haunting, and Episode 4 featured one of the most nauseatingly difficult decisions I've ever had to make in a video game, and then proceeded to take an incredibly dark turn that was almost unforeseeable. By the end of the game, I was feeling more concerned for a fictional character than I have in a long, long time. Additionally, the post-credits scene disturbed me more than anything I've seen in shows like Game of Thrones or comics like The Walking Dead. 

So I need to talk about it because god damn it, I cannot quite process everything that just happened.


Backstory.


Before going into what made the latest episode (Episode 4) so impacting and disturbing and brilliant, it's important to take a brief look back.

It's hard to remember at this point, but Life is Strange began as this innocent little point and click adventure game about a teenage girl at a prestigious private school trying to live her life while being something of a social outcast. One day, she discovers she has the power to rewind time. It allows her to change the outcome of certain circumstance. During the day, you witness a drug deal gone bad and an old friend is shot, which you promptly rewind time to save the day. The rest of the game is ultimately about young Max Caulfield reconnecting with her old childhood bestie Chloe. For much of second episode, that's what you're doing.

There are hints at what is to come: visions of tornadoes, a ghost deer, an unscheduled eclipse, beached whales. Mystical elements to the game pop up at this stage; it is just smaller and often just a background thing. Also there is the story of a missing girl, Rachel Amber, who you find out was connected to Chloe. She's been missing for some time, but again, it doesn't jump out as a major plot point. Instead, you're focused largely on events surrounding poor Kate Marsh, a girl so bullied she was going to attempt suicide. She had been drugged at a party and videos posted later online ruined her.  Eventually, Chloe and Max make a connection between Kate and Rachel.

By episode 3, you're in full Hardy Boys mode, trying to track down clues and unravel the mystery of Rachel's whereabouts. The girls also start putting together a larger mystery.  Max and Chloe start looking into Nathan Prescott - an erratic and troubled young man with more power and wealth than is good for him - who has long caused problems for them. (He was the one who shot Chloe way back in episode 1).





SECOND WARNING: Going into pretty huge details for Episode 4 right now! 

The Toughest Choice

Before moving onto the mystery element of the episode, I want to just address what might just be the most horrible decision a player has to make in any game. At the end of Episode 3, you attempt to use your time manipulating powers to save Chloe's father, who died years ago in a car accident. When you awake in this altered reality, you rush to visit the Price family to see what your good deeds accomplished. Her father answers the door.

Altering the time line to change William Price's fate fundamentally alters Chloe's though. In this reality, Chloe was the victim of a horrible car accident. She is still alive, but completely paralyzed with a failing respiratory system. She knows she's dying, plus has largely been miserable since the accident. Right when you couldn't feel any more guilty, she pops one totally gut-wrenching question. She asks you to inject her with an overdose of medication, effectively putting her to sleep. Chloe wants to die, and the worst part is? You can totally understand why.

You're presented a choice as to whether to accept her request or refuse. I refused, opting to go back and change the timeline back to the way it was. This meant that her father died a second time, in a sense. Though Chloe has no knowledge of your actions here, it's hard to shake the guilty feelings in the "fixed" reality.

It was a bit harrowing. While it's ultimately just a game, I've always been a theoretical supporter of right-to-die policies. I believe in a person's right to make that choice. Yet presented here, in a video game, with completely fictional characters, I was given the opportunity to help someone achieve that, and I balked.

Though I could completely understand the character's motivation behind the request, and I've always believed in the idea theoretically, I just couldn't appease her. I did not want to see her die. I didn't want to see her give up, even though she was totally right. Her death was impending and in her near future. But I couldn't oblige. I couldn't be a part of it.

And this is a video game! What am I going to do if I ever encounter this situation in real life? (This is the power of interactive media. It's also one of the things I love about Life is Strange. If good art challenges us, then this game has definitely accomplished that.) It sounds silly, but this game provided the tiniest of sampling into what being a part of that situation - something that happens in the real world - might be like. It still tears me up thinking about it.




Back to the Mystery

Episode 4 marks the apparent conclusion of the mystery. The game actually does a pretty good job turning you, the player, into a pseudo-detective. At one point, you're literally staring at a board with tons of evidence, looking for ways to connect things. While not overly difficult, it's still satisfying when you start piecing things together by looking at time stamps on texts as well as surveillance information. All of the evidence you collected points you to a location that should reveal the whereabouts of Rachel.

It is a barn owned by the Prescott family, and it has a dark secret. While exploring, you come across a secret bunker with some disturbing stuff. Long story short, you discover that somebody has been drugging girls, bringing them to this "Dark Room," taking pictures of them in forced bondage or tortured positions, and filling out binders as trophies. It's some real Dexter type stuff. It's an extremely creepy and dark turn for the game, and suddenly you start to realize that Rachel Amber hasn't just disappeared. What started as an effort to find where Rachel went suddenly becomes an effort to find where she's been hidden.

Sure enough, you find Rachel's body buried in the junkyard - a location you've visited several times in previous episodes. Quite literally, she was right under your nose the whole time. With all of the evidence pointing towards Nathan Prescott, an enraged Chloe sets off for revenge.


THIRD WARNING: OK, for real! This will kill the mystery so you've been warned!

The Bread Crumbs

At some point, it isn't hard to start feeling a bit suspicious as a player. All of the evidence seems to fit a bit too nicely. The pieces connect a bit too cleanly. Suddenly, Nathan becomes inherently less suspicious because it all feels a bit too obvious. Of course, it makes sense that Max and Chloe - the characters in the story - are certain of Nathan's involvement. As a player though, sitting neatly on the outside, it all just feels a bit too easy.

If you felt the same on that front, you'd be right. At the end, it is revealed that Nathan was not behind all these things. Instead, it was Mark Jefferson, the photography teacher at Blackwell Academy who everyone seems to love.

What's funny is that though it might take some time and a lot of reflection, but you can eventually figure out why Nathan Prescott was not a particularly compelling suspect to begin with. Some of these bread crumbs might be a stretch, but here are things I keep coming back to (all of which is indicative of great writing).

1. The Dark Room is too tidy.

Before you get to the eerie Dark Room bunker, you spend some time in Nathan's dorm room. Though not a total sty, his room wasn't exactly the tidiest of rooms. He's got stuff sprawling across his desk and dresser, and one of the things you investigate is a bottle of wine next to a pill bottle knocked over. Basic point - his bedroom is relatively neat, but it shows that he isn't exactly the most organized person.

Contrast this with the Dark Room, where everything is pretty tidy and well organized. There isn't much of a mess. The binders are proof enough that the owner of the creep-factory is thorough and tidy, something that Nathan's room does not indicate.


2. The survivalist supplies.

The first thing you notice entering the Dark Room is the stack of canned food and water sitting on the shelf. It is very reminiscent of the stack kept by David (Chloe's step father). Max even brings up the idea that Nathan must shop at the same store as David.

This seems a little fishy though. Although there are some strange letters lying around throughout the episode hinting that Nathan's father is preparing him for some major upcoming event, it seems strange that Nathan would be collecting food for his bunker. Nathan's father has expressed great dissatisfaction with his son for failing to do what he's asked. Plus, Nathan seems more interested in partying and drugs than buying canned food.

A minor hint, but my take away was that David - who we know is very suspicious and had been following several people - had been at some point trailing Mark Jefferson. The canned food doesn't imply the photographer at all, but the idea here is that David was onto someone else. Suddenly his motivation is called into question. Was his spying actually a huge overreach? Was he looking into Kate Marsh because he was suspicious of her? Or did he realize there was a connection between her and Jefferson? Was David actually on the right track? Was he stocking up on canned foods because he was a survivalist nut, or because he followed someone to the store and didn't want to blow his cover? It seems unlikely that person was Nathan.


3. The tripod.

One of the objects you can examine in the Dark Room is a tripod. When you look at it, Max's internal monologue refers to it as a "fancy tripod." On the surface, this isn't that suspicious. The Prescotts are filthy rich and could probably easily afford the best equipment.

However, it seems to very well connect to Mark Jefferson. Think back - way, way back - to the beginning of Episode 1. After the students empty out of the classroom, you can look around. You'll see all sorts of fancy gear lying around, including a carbon fiber tripod, which very much impressed Max the photo nerd.

For keen observers and folks with incredible memories, seeing that tripod - and the very fact that you can examine it - in the Dark Room is a connection to the one in Mr. Jefferson's classroom.


4. Jefferson's introduction.

Also way back in Episode 1, Jefferson asks his class which photographer tried capturing the human condition in black and white. Victoria answered by saying Diane Arbus. His response is actually quite telling (in retrospect, of course.)

"She saw humanity as tortured, right? And frankly, it's bullshit," he says. He also claims that capturing moments of desperation or being pinned in a dark corner is "too easy."

This one is easily the most hindsight-driven clue, but given what we learned at the end of Episode 4, it seems pretty clear now that Jefferson was likely trying to keep people off his trail. It appears as though he actually finds her particularly influential on his work, as he is forcing the that very thing for the sake of his own photography.


5. The connection with Rachel Amber.

The most glaring issue with Nathan Prescott as a suspect is that his connection to the missing Rachel Amber is pretty weak. There is one, as he knew her a little bit from a few parties, but largely had little to do with her. Frankly, the idea that he would drug her, take her to the Dark Room, murder her, then hide her body seems like quite a stretch given that he barely had much interaction with her.

Meanwhile, word had it that Rachel and Jefferson had slept together. Though unconfirmed, it is heavily implied that Rachel's attraction for her teacher caused them to become involved in some capacity. This rumor also provides a much clearer motive for Jefferson being the culprit than Nathan. While possible that Nathan was just a psychopath picking targets he barely knew, it stands to reason that Jefferson had more to lose with Rachel still roaming around. Were someone to find out he slept with a student, it could ruin his career.

At any rate, Max also discovered photos of Rachel among Jefferson's works. Again, word was that she was his favorite model. This could also provide a motive for murdering her, given that she was gearing up to leave Arcadia Bay at the time of her disappearance. Perhaps Jefferson was upset at the prospect of losing his favorite model.


6. The Kate Marsh connection.

There's also the issue of connecting Kate Marsh. The line between Nathan and Kate was pretty clear. They were in the same class, and Nathan was a big part of the bullying force against Kate. Being from a very religious family, she was an easy target. After she was drugged and the video went viral, things just got exponentially worse.

If Jefferson were particularly interested in capturing moments of despair, Kate is a great subject for him. In Episode 2, he was even unnecessarily mean to her, perhaps as an effort to push her over the edge, hoping she would disappear. Either way, the connection from Jefferson to both Kate and Rachel is substantially stronger given they were both prominent students in his class at some point.


7. Nathan is erratic.

It seems perfectly reasonable to think Nathan could kill someone, but it also is made clear from his characterization throughout each episode that it would be from impulse. He might be in desperate need for psychiatric help, but he is erratic.

Consider how much planning needs to go into one of those drugging and kidnapping events. Even more, mix murder into the equation. To get away with it cleanly, one must have a pretty solid plan. Lacking foresight is not an option. This doesn't inherently hint at Jefferson, but it does raise concern with the idea that Nathan was behind everything.

Looking back at the evidence on the board from earlier in Episode 4, we see the text exchanges between Nathan and Frank. Nathan generally did obtain some drugs prior to parties, but the bulk of his messages were last second scores. By and large, he had to annoy Frank to get drugs after a party had started. Most of his purchases occurred late night, indicating a lack of foresight and planning. It's hard to imagine someone who can't figure out how much stuff to bring to a party is capable of planning a kidnapping and murder. At least, not cleanly and efficiently.



Of course, there are also hints that Nathan might be in cahoots with Jefferson. For starters, the Dark Room exists on Prescott property, and features some mighty expensive equipment. Then there is Kate's report of her abduction. She remembered Nathan offering to take her to the hospital. Next thing she knew, she woke up in a bright, white room and heard Nathan's voice and an unknown second voice before being pricked and knocked out again. At the end of episode 2, we see a mysterious figure working on Kate's red binder in the Dark Room. An alcoholic drink and a bottle of pills lay next to it, which is similar to the glass of wine and spilled pill bottle Max found in Nathan's room. Finally, there are a number of elements to Episode 4's finale that seem like they could have only occurred if Jefferson had help from Nathan.

This element remains up in the air, but will presumably be answered in the final episode.






The Rewind Mechanic

One of the complaints that seems to be making its way through some reviews is the idea that in Episode 4, the time rewind mechanic has practically vanished. The reviewer for Gamespot, for example, questioned why Max couldn't use her powers at moments that seemed like an obvious moment to do so. This is pretty misguided, however.

The application and availability of rewinding has actually been one of the most brilliant design elements of the entire series so far. It's true that you don't get to use it that much in Episode 4, but it isn't random. The game established two episodes ago that using the power takes a physical toll on Max. It causes stress, headaches, and nose bleeds. They've been pretty clear that Max needs to take it easy with it. She can't just use it any time she wants.

Max even says it outright a handful of times throughout the episode that they can't rely on her time manipulation powers too much. At times, Chloe represents gamers. She knows her friend has this power, so she rushes off carelessly, figuring if anything happens, Max will just rewind time and fix it, easy peasy. Max, however, is constantly pointing out the flaw in this logic. She can't always use her powers, and her control over them is pretty limited. Throw in the toll its taking on her body and you have a perfectly reasonable narrative-driven explanation for why there aren't too many moments in Episode 4 that have you rewinding time.

It's not a weakness with this particular episode, but rather a strength with this narrative. When I think back to the first episode - after Max learns she can rewind time - I seem to recall just how frequently I used this power. With no idea of what was to come, I used it a lot for conversations. I kept rewinding so that I could converse with classmates in order to get them to like me more. Or to joke around with Chloe, your friend. It was petty and immature, but also something you might expect a 15 year old to do.

Over time, players came to learn that this power is not the same as the laser beams of Superman. She can't just use it whenever she wants at no cost. During the dramatic finale of Episode 2, you find yourself suddenly weakened from using the powers a lot. Flash forward to Episode 4 and you can't help but think back about how dumb you were by wasting your powers for childish things.

All of this serves the narrative by increasing the drama and urgency. Now that access to this power is limited, it makes everything that happens feel more important and nerve-wracking. Even more, the story's reasoning for the diminished ability increases the sense of regret and guilt and responsibility for helping things spiral out of control like this. It's easy to look at this episode and see the one mechanic that changes up the point and click nature of the game, but to do so would be a bit off point.





The change in tone.

It's also easy to look at the disturbing and harrowing end of the episode and hate it. After all, our hero who we've come to love has been kidnapped and things aren't looking good for her. Meanwhile, Chloe - who we've also come to love - lies dead from being shot. (Interesting note, if I'm not mistaken: there are three occasions in which Chloe can be shot throughout the game. Hard not to notice that she wears a necklace with three bullets attached. It is also really starting to seem like there's just no saving her, ultimately.)

Of course you hate it. You're supposed to. Some players have said this finale has caused them to no longer want to play the game. They've said it sucks. Thing is, art shouldn't be only fan service. We as players, viewers, or readers should be challenged to deal with difficult happenings. We aren't meant to feel comfortable with this ending. It's dramatic for a reason. When bad things happen to our favorite characters, we tend to react with anger towards the writers instead of the characters within the story. This is entirely unfair though because we don't have the finished product yet. We don't know what will ultimately happen with Chloe and Max. Let's let them finish their story before we claim it sucks. Shouting, "it sucks," is more often than not an immediate emotional response rather than an well thought out one built around the perspective of the story's context and point.

Still, it is hard to ignore the huge tonal shift. Things were already getting a bit bleak with the Kate suicide attempt in Episode 2 and the finale of Episode 3, but the end of Episode 4 goes full blown twisted. It feels a little out of place because the previous episodes were grounded in a very relatable reality. Apart from the underlying supernatural happenings, everything about Arcadia Bay seems realistic. It feels like a normal town, with normal people. You play as a normal girl (minus the time powers), befriend normal classmates. This gives the game a sort of innocence.

Suddenly, we are forced to confront a whole new reality - one in which a serial killer is on the loose and seemingly irrevocable things are happening. It completely changes the world. And that's why it works.

This shift in tone would not nearly be as tough to swallow if the game hadn't been so meticulous in crafting a perfectly grounded reality. It's because this world seems so normal and unsuspecting that it falls into chaos when something horrible does happen.  It isn't hard to see why this dramatic mood swing - lacking any remaining innocence the game had as part of its initial charm - might be a turnoff for some players. I'm still trying to remember how exactly the game got to this point! It feels like such a different game now.

However, this is what makes its story so compelling. By and large, the cliffhanger endings to each episode have not been solely to hook players for the next episode. They carried over in a meaningful way. This one feels more like both than ever. I'm still disturbed thinking about that post credits sequence, and I'm super irritated that it will be about a month and a half to find out what happens. Then again, it would hardly be as impacting if I could just play the next episode. (Which admittedly is what I tend to do with The Walking Dead games.)

While the game has not been perfect, it has done plenty of things really well and has remained one of my favorite games of the year. And it only sinks further into that top spot with each new episode. 

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