Life Is Strange: Before the Storm Misses the Original’s Mechanics

The first Life is Strange is great. An adventure game about teen girl Max and her time-traveling super powers set in the Pacific Northwest, it’s an excellent mix of mystery, light puzzle-solving and character development that somehow all manages to fit together into an enjoyable whole. The dialogue’s clunky, and the characters sometimes make weird decisions, but there are a lot of places where a player can get hooked. Maybe the biggest place where the most people are hooked is in the relationship between Max and Chloe, her scrappy childhood friend whose attitude and emotional rawness are the perfect counterpoints to Max’s muted personality.
Life Is Strange: Before the Storm takes place a few years before Life Is Strange proper. There is no Max, and there are no time-traveling powers. Instead, there is a teen Chloe, a girl who is simply trying to figure out her place in the world amidst school troubles, her mom’s crappy boyfriend and mosh pits. Like the original, it’s an adventure game where the player explores areas like Chloe’s house or a park in order to solve small puzzles that help move the story forward. At the baseline, it is successful at all of these things: it tells a prequel story, it is an adventure game, and we get to know more about Chloe.
However, Before the Storm fails to match up to its predecessor beyond those basic structural pieces, and the reasons that it fails to match up are instructive and interesting. In no way do I think that Before the Storm is a bad game. Instead, I think it’s a game that makes specific formal choices that, at the end of the day, just cannot provide the same kind of support that the robust mechanics of the original game could have.
In Life Is Strange, Max’s time control powers mean that each area has puzzles that exist in both time and space. Players navigate an area, figure out how the people and objects in it interact over time, and then intervene at critical moments in order to “solve” a given puzzle. Before the Storm drops the time element from the game, meaning that players don’t need to do that kind of investigative work that they do in the previous game. Rather, every area of the game is an exercise in “walk around the zone and interact with every single object.” This is about as exciting as an I Spy book. Those are fine if you enjoy them, but that’s not necessarily why I am playing brand-new adventure games.
The only mechanic that has appeared to replace the loss of time travel superpowers is Chloe’s use of the Backtalk Challenge. These are aggressive conversations where Chloe ridicules, yells at and otherwise dominates the person she’s talking to. To do these optimally, you simply pay attention to what the other person is saying and respond with the dialogue option that most clearly responds to them with their own words. It is a game mechanic that is uncomfortably Venn Diagrammed with “I know you are, but what am I,” and it just feels weak as a way of interacting with the world.