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Life is Strange: A Coming-of-Age Adventure with Timeless Appeal

Life is Strange-Chloe and Max in Bed
Life is Strange-Chloe and Max in Bed

Estimated reading time: 10 minutes

It’s been a little over 9 years since the famous “game series” Life is Strange concluded with its last episode, and now it’s time for me to explain on our site why you shouldn’t miss it even after all these years. Life is Strange hit me right in the heart, and now I have the task of defending another high rating I’ve given to a game I’ve given to very few. Because it’s clear to me that not everyone can agree with me.

Not Your Typical Blockbuster

Life is Strange is not for everyone. It’s not a one-size-fits-all blockbuster with something for everyone, like the ultimate urban action of Grand Theft Auto V. It’s basically “just” a classic Telltale-style interactive series, emphasizing the story more than player freedom and interaction. Most of the time, it’s all talk, and any action is kept to a minimum. Now, if I say it’s actually a coming-of-age series, I run the risk of most casual gamers clicking over to the next article in disgust. But that would be a huge mistake.

The Importance of Characters

I’ve always thought the story is crucial in games like this, where you’re just directing the plot rather than actively playing. I don’t think that’s true anymore. Because the most important thing of all is the characters, who move the story along. And it’s on this front that Life is Strange absolutely excels, presenting without exception fleshed-out and believable characters that pull off the first two episodes practically on their own without much going on around them. The basic premise is simple: eighteen-year-old Maxine reunites with her childhood friend Chloe after an extended period of time, and together they search for a missing classmate. The story doesn’t impress with its originality. However, it handles rather unusual themes for a computer game, such as bullying, friendship, school, and growing up.

Relatable Themes: Friendship, Bullying, and Growing Up

But that’s one of the reasons Life is Strange works. Unlike killing goblins or shooting from a helicopter, we have real experience with these themes. Perhaps everyone has been in love with a girl like Maxine at some point, wanted to get a thick tan and send their parents to the devil, and was annoyed by the pompous rich kids who had a completely different set of rules at school. And if you didn’t personally, you at least knew someone like that. It’s amazing how many times you notice posts like “this reminded me of my own adolescence” on fan sites discussing the game’s story.

An Ordinary Hero in an Extraordinary World

But that doesn’t mean we’re getting a run-of-the-mill teen series instead of a computer game. Maxine gains the ability to go back in time pretty quickly, and she’ll also be dealing with far more serious problems than missing an assignment for a photography class. However, she never stops being that nice and, in a good way, ordinary girl who doesn’t want to save the world, just help her fellow humans. It may not seem like much to some, but I find Maxine far more likable and real than Lara Croft fighting bears with a shotgun the moment she puts on her headphones and rests her head against the glass on the bus.

Choices, Puzzles, and Gameplay Depth

Telltale’s franchises are often accused of reducing all gameplay to a selection of would-be crucial decisions whose outcome doesn’t really matter that much anyway, except for the ending itself. In Life is Strange, not only are the choices far more numerous and have a far greater impact on the story (though not as fundamental as in Until Dawn or Detroit Became Human) but there are also some real puzzles. While these aren’t outright hits, they certainly won’t offend adventure game lovers in terms of difficulty. They’re often based on the ability to turn back time, which turned out to be a brilliant idea in the first place.

Life is Strange-Mr. Jefferson's Photography Class
Life is Strange-Mr. Jefferson’s Photography Class

Exploring the Piracy Motif

A recurring theme throughout Life is Strange is the metaphor of piracy and its implications for identity and freedom. Chloe embraces her alter ego, Captain Bluebeard, a playful yet meaningful reflection of her rebellious and adventurous nature. These allusions aren’t just quirky decorations; they connect deeply to her sense of self and the childhood bond she shares with Max. Pirates represent independence and resilience—traits Chloe clings to as she navigates personal loss and turbulent friendships.

This motif resonates with players because it subtly mirrors the way we grapple with life’s chaos. Whether it’s Chloe’s shipwrecked dreams or Max’s struggle to steer her time-traveling ship, piracy becomes a fitting metaphor for the characters’ battles with uncertainty. It’s another layer of storytelling that makes Life is Strange unforgettable.

Polish and Presentation

Also, have you ever had a problem with Walking Dead where your chosen option didn’t quite match what you wanted to do? Of course, that happens here too, but you always have the option to try the other option and only then make a final decision. There would be more things Telltale could learn from the French at Dontnod, such as the exemplary release of episodes with an interval of about two months in particular, if we’re talking about a situation almost 10 years ago. In addition to the great music, Life is Strange has a fabulous dub. The voices of the main characters are provided by actresses Hannah Telle (Maxine) who played a minor role in Murdered: Souls Suspect and Ashley Burch (Chloe) known as Aloy from the amazing Horizon series (Zero Dawn and Forbidden West), Mel from The Last of Us Part II, Casie Cage in Mortal Kombat X or Tiny Tina from Gearbox’s Borderlands series.

Artistic Flair and Soundtrack Brilliance

The game runs on Unreal Engine 3, which, even then, was certainly not the last cry of modern technology. Still, the game makes up for this and presents a sort of comic-book look that even the community has come to love over the years. For people who don’t see that kind of charm in the graphics, it will be an ugly game, of course. However, what the authors “failed” in terms of technology, they managed to make up for with the artistic impression and especially the sound component. The soundtrack mainly consists of licensed songs from indie folk bands such as Alt-J, Sparklehorse, Local Natives, Foals, or the excellent Syd Matters. Suppose everything that even marginally smacks of “hipsterism” doesn’t trigger a gag reflex. In that case, you have to admit that the music work is unparalleled in the gaming world.

Defining Moments in Gaming

Both heroines have clearly defined tastes, and they play music practically all the time, which gives them far more sophistication than a million extra polygons on their faces. Stacks of paper could be written about Life is Strange, but I don’t want to deprive you of a moment of surprise. It’s certainly not a perfect game. The graphics are “average” at best if I want to be mean, but I personally like them a lot, and they make the title something unique. However, considering the overall impression the game leaves on you, these stumbles are entirely minor.

Conclusion: A New Standard for Storytelling

Dontnod has shown that they have a pretty extraordinary talent for storytelling. Life is Strange has the incredible power to take the whole industry one step further. It shows that stories in games don’t have to be at the expense of gameplay, that they can be fun without violence and constant fear for your own life, and that serious themes don’t just belong in amateur cheap titles. Given its lower price than regular AAA titles, it’s a must-have for anyone who expects more from computer games than just a leisure time filler. In fact, this storybook is a prime example of how a story and its characters should be portrayed. In that respect, it is an almost perfectly emotional roller coaster of a work.

Life is Strange-Max in the Storm
Life is Strange-Max in the Storm

About Life is Strange

Title: Life is Strange
Type of Game: Episodic Graphic Adventure
Developer: Dontnod Entertainment
Publisher: Square Enix
Release Date: January 30, 2015
Platforms: PC, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, macOS, Linux, iOS, Android, Nintendo Switch

Where to Purchase Life is Strange:

  • Steam (PC, macOS, Linux): Purchase Life is Strange on Steam, and dive into this critically acclaimed episodic adventure with rich storytelling and powerful character development.
  • GOG (PC DRM Free) : Purchase Life is Strange forever on GOG.com
  • PlayStation Store (PS3, PS4): Available for download on the PlayStation Store, offering the full experience for PlayStation users.
  • Microsoft Store (Xbox): Get Life is Strange from the Microsoft Store, now optimized for Xbox One and Xbox 360.
  • Nintendo Switch: Purchase Life is Strange for your Nintendo Switch Handheld
  • App Store (iOS): Download Life is Strange for iOS from the App Store, bringing the game’s gripping narrative to your mobile device.
  • Google Play (Android): Play Life is Strange on Android via the Google Play Store, for fans of the mobile experience.

Scorn – Strangest Experience In Years

Scorn -Morgue
Scorn -Morgue

Estimated reading time: 10 minutes

A Bet on the Unknown

When you’ve been playing games for years, you can get just as excited about the oddly surprising games as the successful ones. It’s a game that may not be objectively that good but that works differently than you’re used to. By different rules. I launched Scorn expecting an action-packed first-person horror game in the vein of Dead Space. Privately, my friend and I were betting on a generic entertainment that would want to impress me above all with its distinctive aesthetic, making no secret of its inspiration from H.R. Giger. I lost the bet.

Scorn -Dark Places
Scorn -Dark Places

The Origins of Scorn

Serbian studio Ebb Software was founded in 2013 with the vision to develop a “different kind” of video games. By all accounts, Scorn was part of that vision from the very beginning. The game (then still split into two parts) was announced in late 2014, and a crowdfunding campaign followed soon after. The Belgrade studio failed with that one but managed to get direct investment and a few years later was able to give it a second try on Kickstarter. This time, it was successful.

The backers were especially excited by the striking visuals, but the information about the game was somewhat incomplete. The developers then announced “an atmospheric horror adventure set in a nightmare full of strange forms and gloomy environments.” They referred to “a disturbing setting that is a character in itself”. They weren’t lying about the game, but at the same time, they weren’t saying everything about it either. They deftly rationed the published demos and did not comment on the interpretation in the media or among gamers who did not infrequently compare Scorn to Doom.

Thrown Into the Deep End

In the opening, I am immediately thrown into an alien world and walk down a dark corridor with my bare hands. With the last of my strength, I smash open a half-open door and discover a strange device. I insert my hand into it curiously, and a peculiar implant appears. Could it be the first weapon? That looks promising! But no, it’s a key. Around me, I gradually discovered more and more strange mechanisms, devices, and control panels. There are some tracks on the ground… damn it, this is… well, yes, this is a puzzle!

I don’t want to spoil the surprise, but you don’t get your first shot until about an hour in. Until then, you’re just solving environmental puzzles, which also definitely don’t “play” by the established rules. No red carpet, a relaxed start, and a gradual introduction to the mechanics. It’s a nice and rough start. You’re thrown into an unfamiliar world, and around the corner, you encounter several complex obstacles. So let’s get this straight.

What Scorn Isn’t

What Scorn isn’t: It’s not Doom or any other pure action game. You’ll take a shot here and there, and you’ll use your guns more and more as time goes on, but I’d be reluctant to label the game as a shooter. You don’t progress through a strictly linear tunnel, but on the other hand, it’s not open-world, either. And it’s not a chatty game, either. It doesn’t talk to you at all, and it doesn’t even have any text.

What Scorn Is

What Scorn is: Primarily horror. And pretty much a puzzle game. It is a strong audiovisual experience for players who like to revel and let the eerie atmosphere get to them. No one explains the controls, let alone the extensive puzzles. If anything speaks to you, it’s the environment around you. And it’s quite loud.

A Biomechanical Nightmare

I’m getting to the audiovisual experience later than I should. The aesthetics of Scorn are, after all, an absolutely core component of the game, and it’s not just there for decoration. It doesn’t serve as a backdrop for the game, it plays a major role in it. You appear in a kind of dreamlike, probably alien, but in any case extremely disturbing world. The inspiration was primarily the visionary H.R. Giger, who became famous for creating the iconic Alien and many other biomechanical creatures that combine elements of man and machine into terrifying demons that point to a kind of futuristic mythology. At almost every turn, however, you also encounter surreal visions inspired by Zdzisław Beksiński’s hellish “landscapes” with mutilated figures.

Disturbing by Design

One of the key motifs of Scorn is the overall architecture. Sex and reproduction on a massive scale combine to create an alien spectacular world of which you are a tiny and insignificant part. Around you, you see hideous, parasitic creatures and pulsating fleshy monsters on the verge of death. You are always close to it, too, as you watch with your head bowed as the alien tentacles dig into your insides and deform you. There are even hideous creatures crushed in a mechanical blender. It’s just disgusting. Scorn can be disgusting, and he really excels in these moments.

But part of its exceptional atmosphere is also the vagueness of the world and the story. It doesn’t give you any clear answers, and you probably won’t mind at all. Confusion is part of the experience, as is amazement and disgust.

A Silent Descent

Very rarely do you hear anything that could be described as music. The soundtrack is almost inaudible, composed mostly of sound effects. However, they reliably create an oppressive atmosphere without you realizing it. You feel it intuitively, which can be said of the whole game. The game’s otherworldly environment is eerily claustrophobic, and you’re completely absorbed as you curiously explore it.

Puzzles, Pain, and Progress

Scorn’s campaign comprises five acts and takes roughly four to six hours to complete. The puzzles are complex and often span across a single area, which you must first explore to understand what is required of you and find a way forward to deepen your suffering. Frequently, there are multiple levels of puzzles. It’s a mix of finding keys, moving platforms and activating machines, but perhaps also hurting strange monstrous creatures whose entrails you must then step into. Trial and error only works sometimes, and most of the time you’ll have to really get to the bottom of the mystery.

A Questionable Sense of Familiarity

There are also some pretty classic puzzles here, which makes you wonder if some distant alien civilization has created a similar form of puzzle that you’ve seen in some variation many times before in your life. Similarly, the very existence of the keys, unfortunately, disrupts the otherwise very unique atmosphere of the local lair to some extent so that you end up constantly realizing that it’s “just a game.” Satisfactorily avoiding self-importance in games is never entirely possible, so I was more bothered by the unbalanced difficulty here.

The logical consequence of that distinctive, uncompromising approach I praised so highly in the introduction is the simple fact that while some puzzles are fun challenges to solve, other times they’re relentlessly difficult, not to mention the absence of any real reward for solving them other than simply getting on with your life.

When Scorn Arms You

Then, after an hour of playing and a few puzzles solved, you’ve almost given up hope, and finally, Scorn puts a gun in your hands. It’s a variation on a slaughter gun that you have to walk right up to enemies with, but it’s all the more intense for it. Plus, you only get two shots, after which you have to wait a few seconds, so even with not-very-dangerous enemies, you need to be on your guard at all times.

Combat and Its Cumbersome Nature

Combat is again somewhat self-explanatory and feels out of place in the logic of lore. I asked myself again and again why the weapons were there and what they were typically used for. Especially with the later weapons (I don’t want to spoil those anymore, as there are only three and pretty conventional ones at that), Scorn is at times degraded to exactly the generic action I was talking about at the beginning. Anyway, the action is the weakest component of the game, if only because of the slow weapons and lack of ammo. But I suspect the developers made it cumbersome on purpose.

Scorn -Fighting the Monster
Scorn -Fighting the Monster

Fight or Flight?

You have a choice of two strategies – either you have to proceed slowly and play with the enemies like a cat and mouse. In that case, you run at them, shoot them, and quickly run away again. But monsters are slow, too, so you can often choose the second option – just run past them and get lost in the labyrinth of corridors. If nothing else, the fights are intense, and you must fear for your life. They’re not much fun, though, and I could do without them altogether, especially if it meant more room for logical obstacles.

A Polarizing Experience

When I consulted a friend of mine about my rather positive feelings while playing, this is his response: playing Scorn is like enduring five hours of torture. The strong Gigerian aesthetic isn’t for everyone, and not everyone can swallow the skeletal nature of the design and appreciate its different approach. I completely understand that the first puzzle will put off quite a few players who start the game with completely different expectations.

About Scorn Game

Title: Scorn
Type of Game: Atmospheric First-Person Horror Adventure
Developer: Ebb Software
Publisher: Kepler Interactive
Release Date: October 14, 2022
Platforms: PC, Xbox Series X|S

Where to Purchase Scorn:

  • Steam (PC): Get Scorn on Steam for a deeply immersive horror adventure for PC gamers, now for only $9.99
  • Epic Games Store (PC): Experience the chilling world of Scorn on the Epic Games Store as a PC game for $32.99
  • Microsoft Store (Xbox): Play Scorn on Xbox Series X|S by purchasing it from the Microsoft Store for $39.99.
  • PlayStation Store (PS5): Get Scorn on PlayStation Store, now available for PlayStation 5 users to experience this unique horror adventure for $39.99.

Prices may vary

Cyberpunk 2077 Update 2.0 – A Massive Step to the Perfect Game

Cyberpunk 2077 Update 2.0 - Cyberpunk 2077 Review Feature Picture
Cyberpunk 2077 Update 2.0 - Cyberpunk 2077 Review Feature Picture

Three Years of Fixes: A New Beginning

Cyberpunk 2077 2.0 is here with us since autumn 2023. The sensational game by CD Projekt RED has thoroughly improved. It has become playable and a full-fledged game you want to play, want to play through and admire. And the game is absolutely worth your attention, even for those who have already completed it, just like me almost 2 years ago. Has the Cyberpunk 2077 Update 2.0 finally created the game we were waiting for? Let’s figure out what awaits us through our extensive review!

Cyberpunk 2077 has come a long, long way since the original version received disappointing reviews in 2020, with low scores. But the developers, having survived all sorts of obstacles, could find the strength in themselves not to give up the game and make it better, stronger, and, of course, more beautiful. Their improvement journey can be easily seen since its release on PS5. Now, having spent over 70 hours with the game’s highly anticipated 2.0 update, I can confidently call it a superior open-world experience. This truly game-changing patch significantly improves Cyberpunk 2077 and makes it almost exactly what we wanted it to be. The gameplay has undergone the most impressive changes. We’ve always enjoyed the game’s sharp and bloody action. Still, it could sometimes feel sloppy, with weak controls and a degree of jerkiness holding it back. But in version 2.0, all this was stretched out. If we talk about battles, I can guarantee you that now you will feel like those guys from a video on YouTube who do unimaginable things. Movements have become more precise, and aiming has become much better. It’s hard to explain in writing, but the game feels solid and confident.

Night City 2.0: First Hours Back

But before I start going into all aspects of the game, I would like to tell my story about this game. In 2022, sat at home and waited for the courier to deliver the game I’ve heard so much about, which was announced back in 2012 by the way. I waited until the very last moment to finally press the PS button on my PS4 controller and start. In the same or previous years, games such as Horizon Forbidden West, Resident Evil 8, The Last of Us Part II, Ghost of Tsushima or It Takes Two, and many other great ones were released. And now the moment has come. Bluelight Playstation are on fire, and here it is, Cyberpunk. And yes, I specifically skipped all sorts of gameplay shows and everything else. This was just my one-on-one time with this game… At least for the first hour before, I went back to these things, studied them, and tweaked all the settings.

Cyberpunk 2077 Update 2.0 - Night City at Sunset
Cyberpunk 2077 Update 2.0 – Night City at Sunset

At that time, my “combat machine” was the PlayStation mentioned above 4, which had its best years long behind it, but still somehow managed. But with big compromises. Still, it didn’t stop Cyberpunk sci-fi from being enjoyed by me. Anyway, I started playing without paying much attention to the settings, for the game’s introduction. I go through the first missions with a smile on my face, and as soon as the open world begins. Well, you already know what happened next. But still, I can say with confidence that on my first day, I spent roughly 15 hours straight in the game. I remember this number very well on the time counter from my unofficial PS phone app. The next day, I sat down again and started playing. Yes, there were problems, but the game captured me, and I continued to play and enjoy it. After a few days, I almost quit the game, but I remember returning to it anyway every other day, I was stubborn and tried to forgive that game (and also my then 7-year-old and weak console). Almost everything, enthusiasm and frustration took their toll but I continued on until the game’s epic emotional end. And a “bit” later, the platinum trophy which took over 100 hours. Yes, I was a masochist back then doing this. In 30fps (at its best). But it was worth it. I really enjoyed the world and the story.

I even watched how my friends played, became attached to the characters, looked for beautiful shots, and even more streamers returned to this game again. And I was happy for CD PROJEKT RED because, after many fix updates, it was a small victory, and tremendous opportunities opened up for them as time passed after I finished the game myself.

Streets Reborn: Visual Evolution

But now is 2024 and here I am, completed version 2.0 of the game. This time on the PlayStation 5 with great performance, I made many promises from the technical side before playing. When you return to the game, you remember what exactly was good and also wrong (very often). You have doubts about how it will be this time. Sometimes, there was something wrong with the NPCs, something was wrong with the traffic, something was wrong with the shooting, and the game was barely playable at 25-30 fps when looking back. Now imagine my surprise when your character is standing at night in the middle of a crowded street where there are a lot of NPCs who are different and attractive with their variety and clothes. After a few seconds, a policeman passes from behind, and you turn the camera a little to the right and see that the traffic has become busier. And those were just my first impressions after less than a few minutes.

Systems Rebuilt: Core Changes

Now finally to the changes of this massive update! When you open your inventory, you immediately notice a change in clothing. Previously, clothing provided specific armor and resistances, but now this is not the case, but it is provided by modules that can be changed at any time. You go into the skills, and here everything is entirely new, and while I was distributing everything I could, night fell. And then the city began to shine, and it simply came to life, reflections, neon rays. You can’t even imagine how surprised I was and looked at all these details like a small child looks at fireworks. And then my long hours began to re-learn this game.

I understood one thing about driving around the city because recently, I just spent a considerable amount of time “studying” Starfield, which also had a troubled start. I am realizing how grateful I am and how much I like the world of Cyberpunk. Yes, it is small compared to Starfield; nothing is flying here, and compared to the same game, it is limited in capabilities. But it wasn’t until I watched Starfield closely that I realized how well Cyberpunk had ended. Although both games had very difficult beginnings, at least Cyberpunk is not as hollow as its counterpart from the classic Bethesda production.

Cyberpunk 2077 Update 2.0 - Wasteland Settlement
Cyberpunk 2077 Update 2.0 – Wasteland Settlement

Combat Evolution: Sharp and Deadly

Combat is now based on fully developed skill trees, divided into primary abilities and secondary perks. You can view new skills and build your build on the kindly created for our website. At the start of the game, all of your perk points will be ready to you, and you will have the opportunity to reallocate all of your base ability ranks once, given how much they have changed.

The idea is that abilities fundamentally define how you play, and perks reinforce their parent abilities with stat modifiers and additional effects. For example, the Body tree has an incredibly fun ability that allows you to pick up weakened enemies, hold them above your head, and throw them with enough force to explode on impact with a hard surface.

On the other end of the spectrum, there is an ability that allows netrunners to queue up hacks on a single target, instantly suppressing them. Another ability replaces your standard dodge with an air dash, instantly making you a mobility monster, and it gets even crazier if you unlock the air dash from above. And the ability that allows you to deflect bullets with your katana, potentially sending them back to the shooter if you time it right. In some ways, the skill trees have been greatly simplified, but the sense of progression has been greatly enhanced. Each skill point spent clearly impacts how you act, which is very important in a game where character development is key. The process of leveling up and creating the perfect mercenary is now truly rewarding.

Smart Streets: AI Evolution

Enemy AI has also been adjusted. Roughly speaking, your opponents take on more defined roles during combat. Heavy shotguns and psychopaths with mantis blades will, unsurprisingly, attack your position. At the same time, smaller enemies armed with simple pistols or cheap rifles will sit in cover. Snipers and netrunners will send us “gifts” from distant hideouts. I’m saying that the combat feels a lot more dynamic, but it’s still possible to take advantage of the AI’s bad habits. Enemies will still pour through doorways one after another, practically begging to be shot in the head. And if you’re playing stealth, suspicious guards can still slowly walk in circles as if they have a big sign attached to their back. Improvements also apply to non-hostile NPCs, who are now much more responsive to violence and nearby shootouts. Still, the accuracy of “friendly” police officers or the accuracy of shots during gang warfare remains a question, but nothing can be done about it.

There’s noticeably a much greater emphasis on skill-based gameplay, with effective use of your key abilities playing a huge role in whether you can escape an encounter unscathed. In short, it’s not about the numbers but your moment-to-moment game decisions and basic character-building. Does this mean the 2.0 update has made Cyberpunk 2077 less of an RPG?

The game currently feels more like open-world action. Still, again, the emphasis on truly impressive abilities reinforces concepts like unique character builds – and that’s a very positive outlook for an RPG. CDPR stated that one of the goals of version 2.0 was to emphasize player expression in gameplay, and i believe the team has fully achieved this through a combination of new skill trees and rebalanced combat.

Cyberware Unleashed: New Systems

Under the new system, you can equip many more cyber programs simultaneously. Still, only some pieces of cyber program have a power cost. You start with a relatively low capacity, but perks and leveling up can raise it into the hundreds..Regular clothing no longer gives you armor. Instead, certain types of cyber programs and body enhancements contribute to the appearance of new armor indicators on the cyber programs screen. Skeleton and skin augments provide most armor but come at a high cost.

MaxTac Arrives: Police System Reborn

This is the biggest update of this whole group because I saw how the developers tried to restore the work of the police. Now they have completely managed to do what they worked for, and in essence, this is the police in the style of Grand Theft Auto, only a charged MaxTac squad arrives instead of tanks.

The police will erect barricades on the streets and ram your car, launching a new vehicle combat system. At maximum wanted level, you’ll be thrown MaxTac, a SWAT-style unit designed to take down Cyberpsychos. I got into big fights with the police a few times to test it out and found that I could still handle most cops almost indefinitely, just run around and pick up the ammo.

The game finally has car shootouts, which were shown to us in the official trailer during the release of the first version. It is divided into three types: some cars with built-in real weapons and a lot of armor, drive and shoot for fun, but of course only forward, but that is what it is. Several cars you find or are gifting or buying will be equipped with machine guns and missiles, making the whole thing a Twisted Metal affair.

The second type is that you shoot from two types of weapons that you can use while driving. You can try to shoot exactly in the head and kill the pursuer, or shoot at the car and, as an option, punch the wheel and immobilize them. And remember that if you go the route of a burglar, you can remotely hack the brakes of your pursuers or cause a malfunction and blow up the entire car. The third type, and my favorite, is the ability to jump or slide out of the car and shoot all the enemies in flight in slow motion.

Beyond the Update: Complete Overhaul

This update brings nothing new except improved mechanics and the environment. If you still need to complete it or quit somewhere at the beginning or middle of the game, you can track this simply by tasks. You can safely go through again if the counter is less than 100 completed tasks. If you’re already towards the end of the story, it’s not worth it; there are plenty of places in the game where you can try and touch everything.

In addition to the main improvements, there are improvements in many aspects besides the officially stated ones: the character models, the amount of traffic and characters on the streets, and the animation have improved. The use of healing items and grenades has also changed, and new clothing and weapons have appeared. And there’s a lot more there.

Final Form: Worth Every Wait

I was very impressed with the 2.0 update. Cyberpunk 2077 released earlier than should and we had to wait 3 years for it to reach its current form, and I love it. I really wish they had been there from the beginning because they would have left a lasting impression on far more people. The game has become much more beautiful thanks to new technologies. In places where you just sit and admire what is happening on the screen, I haven’t had such a feeling for a long time from an open world RPG game.

Life is Strange: Before the Storm – A Worthy Prequel Story of Beloved Chloe Price

Life is Strange Before the Storm 41
Life is Strange Before the Storm 41

Estimated reading time: 10 minutes

The Truth We Hide

The truth can be a harsh thing to look at. Are you really ready for it? The lies we tell ourselves aren’t as terrible as the truth we hide. Before the Storm was already rife with questions from the community before its release when it was first announced. Why not leave the unspoken words and unknown characters to the mere imaginations of gamers? Why trust these beloved secrets to a new development studio? Although these were legitimate concerns on the part of the Life is Strange community, it was clear upon release that Before the Storm, as a “sequel,” would not only be worthy of the original Life is Strange, but would in some ways expand on the groundwork laid.

The Shape of Chloe Price

Before the Storm portrays Chloe Price, the troublemaker and best friend of the original protagonist Max, three years before the events of Life is Strange or when Max moved to Seattle. Playing as Chloe is very different from playing as Max, and given how much you know about Chloe’s future at this point, it’s remarkable how much freedom Before the Storm gives you in shaping her appearance and attitude.

Life is Strange Before the Storm Chloe Price driving car
Life is Strange Before the Storm Chloe Price driving car

No Time to Rewind

Most importantly, of course, Chloe doesn’t have the mysterious ability to rewind time like Max. This could be seen as a step backward in the complexity of the game by many, but Before the Storm cleverly relies on Chloe’s excellent perceptiveness, social manipulation, and well-written personality with a great background so you have plenty of opportunities to carefully examine your surroundings and approach conflicts as puzzles you can solve. Plus, your responses and reactions to the world around you have a significant sense of permanence, so the stakes are really high, and every choice you make carries a profound emotional weight.

Backtalk Battles

There’s an additional layer to certain conversations in the form of the Backtalk system, a unique ability that allows Chloe to turn her opponent’s words against them in a verbal tug-of-war. You don’t have to use it at all, but you can open up new paths and consequences in dialogues. Their difficulty varies: sometimes this opens up room for error, and sometimes you can even fail instantly if you answer even once wrong. You have to choose your answers in a very short space of time, which only accentuates the already tense confrontations. Backtalk is a very distinctive way for Chloe to deal with the world around her, and while it doesn’t always flow naturally, it’s a shame that it’s used less and less in the second half of the game.

Life is Strange Before the Storm 52
Life is Strange Before the Storm 52

The Mystery of Rachel Amber

However, Chloe is only one-half of the relationship at the core of Before the Storm. This is the first time we meet Rachel Amber, the mysterious character around whom the missing person case from the first game revolves. Fans were worried that meeting Rachel after only hearing about her in the original series would ruin her charm. Still, the truth is that spending so much time with the natural person behind all the gossip and rumors is just as captivating as you’d hope – Rachel is an individual with a strong personality as well, and she’s equal parts strong and vulnerable, has her flaws, and in the end, you don’t get to know her properly anyway. The chemistry between these two girls is instant and electrifying. Seeing them together and enjoying them as much as I did after playing through many passes of Before the Storm enriches the experience of the original Life is Strange in a way I didn’t even think possible. It doesn’t just change how you perceive them, it changes how you interpret various events from the original game, and therefore even how you perceive Max.

A World to Lose Yourself In

Many players have wondered what the point of telling a story about two people whose fates we already know, but the most vital aspect of Before the Storm is that it makes you forget everything that came before and lose yourself in Arcadia Bay again – forgetting about future hardships and enjoying the heady rush of a thrilling new relationship. The game also takes risks by introducing new characters and new situations. The section in the first episode of Before the Storm was a huge departure from the tone of the original series; it was entirely optional and absolutely won over fans.

Old Faces, New Angles

Before the Storm, as I mentioned, introduces new characters that are so likable that when I went back to the original series after Before the Storm played, I actually missed them among all the other Blackwell school kids. On the other hand, some of the side stories with familiar characters fizzle out in the third episode to the point where you wonder if it would have been better to leave them out of the plot altogether. But fans would certainly be disappointed if they didn’t appear at all, and watching some of these characters deal with the caustic Chloe versus the timid Max is amusing in itself.

Ordinary Decisions, Profound Impact

As with the big decisions in Life is Strange that can change the entire story, your choices in Before the Storm don’t have any right or wrong answers, but neither are they choices that affect the threads of time, the universe, and reality. Chloe’s choices in Before the Storm are among the millions of choices we all make daily as we try to pursue our own interests, help our loved ones, and comfort and hurt.

Reflections on Lies and Truths

In its best moments, Before the Storm asks you to look within and ask yourself: Are the lies we tell ourselves better or worse than the lies we tell other people? Once again, we are reminded that nothing and no one is black and white. A raw person may have the best interests of those who cannot help themselves at heart. A parent can do unspeakable things to protect their child’s innocence even a moment longer. You can criticize someone for hiding a painful truth but then turn around and do the exact same thing just to keep a smile on the face of someone you care deeply about.

The Weight of Words

As Before the Storm draws to a close, it culminates in a decision that really comes down to a careful choice of words. But words can destroy worlds as much as tornadoes, and no one feels that more urgently than the players who get sucked into Chloe and Rachel’s world. However, the last choice will mean nothing if you don’t care about these characters.

Heartfelt Honesty

One of the things I really liked about Life is Strange was that the game was always heartfelt and honest. Now, all too often, it seems that the world encourages us to mock everything and everyone who dares to bare their soul, both on and off-screen – to be honest with yourself and others is to be vulnerable and admit that you may not have all the answers.

A Rushed Ending

It’s a shame that the events of the last episode force Rachel and Chloe to spend a lot of time apart. If anything, Before the Storm could have done with one more episode to properly expose the revelations made in the last few acts of the play and avoid a lot of confusion and even a few scripting holes and inconsistencies as it hurtles towards a rushed denouement. Still, what Before the Storm accomplished in just three episodes is impressive.

Arcadia Bay Reimagined

And while there are plenty of references and easter eggs for attentive Life is Strange fans, Before the Storm doesn’t feel like just superfluous filler at all, nor will you feel like you’re just waiting for the main events to unfold. Plus, it looks and sounds nice, building on that somewhat dreamy, sun-drenched visual quality of Life is Strange while accentuating moments of calm with catchy and understated indie rock that adds texture and a distinctive pace to a world that’s already dancing to its own beat.

Conclusion After the Storm

Despite concerns that the game will cloud our memories of our first trip to Arcadia Bay, Before the Storm changes how we perceive Chloe and Rachel and the rest of the world Dontnod has created. The game’s story is more mundane than the original – and by that, I mean more familiar, meaningful, poignant, and perhaps even more “beautiful” because of its mundane nature. Before the Storm isn’t a story about a magical mystery; it’s an ordinary story about two people finding their way to each other at precisely the right moment in their lives. Before the Storm does what any proper prequel should do – it tells its own story and connects it to what came before in a way that changes both experiences for the better.

About the Game

Title: Life is Strange: Before the Storm
Type of Game: Episodic Graphic Adventure
Developer: Deck Nine
Publisher: Square Enix
Release Date: August 31, 2017
Platforms: PC, PlayStation 4, PlayStation 5, Xbox One, macOS, Linux, Nintendo Switch
Reviewed on:PlayStation 4, PlayStation 5


Where to Purchase Life is Strange: Before the Storm

  • Steam (PC, macOS, Linux): Available now on Steam for $16.99.
  • PlayStation Store (PS4): Purchase it from the PlayStation Store for $16.99.
  • Microsoft Store (Xbox): Check it out on the Microsoft Store for $16.99.
  • Nintendo eShop (Switch): Find it on the Nintendo eShop.

Red Dead Redemption 2 – The Perfect Wild West

Red Dead Redemption The Gang
RDR The OG Gang

Estimated reading time: 10 minutes

Camp Tales and Coffee

While playing, this is the first time I’ve enjoyed roleplaying characters in years, despite Red Dead Redemption 2 is not being a dedicated RPG game. Several systems at work in the game that you may or may not use and experience. In your gang’s camp, you can chat with any of the members, have coffee or a meal, get a haircut, or change your wardrobe. Occasionally, you can cement a relationship with someone with an optional mission. Still, everything flows and doesn’t feel artificial in RDR2.

Survival’s Dance: Your Horse, Your Life

Let’s go further. If you always want to be in top form, you must sleep, eat, polish your weapons so they don’t jam, and take care of your horse, your faithful companion. You can build a bond with him and unlock some nice tricks under his hoof. You also have to keep an eye on him to make sure nothing happens to him. If he dies and you don’t have a reviving potion handy, you’re out of luck and can happily make friends with a new horse.

The Cowboy’s Soul: When Systems Become Experience

Many different systems and gameplay mechanics work together in the game to take cowboy roleplay to a whole new level. It’s also one of the few games where I didn’t mind such a manic attention to detail and striving for verisimilitude. What’s more, I loved these little details. If you allow the game to consume you, it will reward you with an unforgettable experience. And, in fact, that’s precisely what Rockstar’s latest work so far is. It’s not just a game. It’s an experience.

The Heart of Game: Systems in Harmony

As I noted above, many different systems and gameplay mechanics work together in the game to take cowboy roleplay to a whole new level. It’s also one of the few games where I didn’t mind such a manic attention to detail and striving for verisimilitude. What’s more, I loved these little details. If you allow the game to consume you, it will reward you with an unforgettable experience. And, in fact, that’s precisely what Rockstar’s latest work so far is. It’s not just a game. It’s an experience.

Wilderness Crafts: The Hunter’s Path

And we still need to mention the hunting and crafting. As well as simply buying lots of gear, weapons, and clothing from merchants and hunters, you can also head out into the woods or snowy mountains and hunt unique game. You’ll realistically skin these and bring the furs to your camp. One of the gang members will craft you unique equipment or clothing you won’t find anywhere else in the world. Alternatively, you can go to another hunter and make a nice trade. In addition to exclusive outfits, the world is also full of rare weapons. Some you will find hidden, others you will have to fight for. Credibility extends to the fact that you can only carry two pistols and two larger weapons. The rest is held by your horse, so you have to decide what to take with you when you temporarily move away from it.

Beyond the Main Path: A World of Activities

Do you want more? How about hunting just for fun, stocking up your camp with enough food, decorating it nicely, or fishing with your fellas? Not to mention the chance to play the iconic dominoes or head to the saloon and play a game of poker until dawn. The game is literally bursting with content, and if you don’t feel like playing the story, you can lose yourself in the game world for hours and explore. Just beware, the federal agents and bounty hunters are ruthless, and if you make any mischief anywhere without throwing a bandana over your face, they will come after you. And they’ll usually find you sooner or later.

Long Memory: Consequences in Action

The Wanted system is, among other things, very realistic. No one will know if you commit a crime, and no one will see you commit it. But often there are witnesses around that you don’t even know about, and before anyone runs to the sheriff and reports you, you have a chance to act. You can intimidate, beat, or simply eliminate the poor bastards. Just expect it to reflect on your reputation. You can also simply pay the bounty on your head yourself at the post office. The most interesting thing is that it will keep people’s opinion of you. Yes, the inhabitants do not forget, and the player has to think whether it’s really worth it to make a mess somewhere so that he doesn’t get a slap on the jaw in the saloon. Just for fun.

Dead Eye’s Dance: The Art of Combat

But once you get into the system, you’ll be helped by the popular time slowdown, Dead Eye. Like everything in the game, it gradually undergoes change, and the more you use it, the more options it unlocks. From a simple time slow down, you can go from tagging enemies to even being able to shoot individual organs. And believe me, shootouts where splinters fly through the air and chunks of stone fly off walls look spectacular in slow motion. Not to mention, the game is brutal. Really brutal. Blown limbs and headpieces are commonplace, but they suit the game perfectly. Especially when you do it in slow motion, it’s a treat.

Technical Marvel: A World Without Bounds

Even after a few weeks of nonstop play, I never ceased to be amazed by the technical level of the game. Rockstar has worked on its graphics engine, and of course, the physics engine Euphoria, which we know from the fourth part of GTA, is not missing for believable animations and interaction of characters with the surrounding world. It makes a truly charming whole and probably one of the best-looking games of its time.

RDR2 on Consoles: No Limitations

Despite the limitations of consoles, it is a beautiful game. What’s surprising is the believable color and texture rendering that makes the game world look lifelike. It is gorgeous and colorful, full of dense forests, swamps, snow-capped mountaintops, towns, villages, and hidden dwellings. You can move around freely everywhere, and once you get to the main map, you can really go anywhere immediately. In addition to the horse, the game has a fast travel system that you must unlock at camp. Unfortunately, this is very limited, and you’ll always have to arrive at some places on foot. I wasn’t entirely happy about this for a while, but I got used to it. After all, even when traveling, you can admire the game’s beautiful scenery. But Rockstar has tried to fix this by cleverly putting together cutscenes (if that’s part of the story) and animations to keep unnecessary travel to a minimum.

Character: First-rate Cinematic

The character animation and dubbing are first-rate cinematic, as is the perfectly fitting period soundtrack, which plays surprisingly often and perfectly illustrates specific situations. It would take forever to list here all sorts of little details, such as mud-stained clothes, realistic bruises after fights, or incredible water effects. This is the most visually and technically impressive game of its time. Whatever console you play it on. And a special thanks to Rockstar for the precise optimization. Throughout the entire game, I hardly encountered any graphical bugs, texture bouncing, or other errors. A few amusing bugs, but for how big, detailed, and dynamic the world is, these are ›minor little things that are not worth mentioning. If only all AAA games of today were this polished. Even the much smaller ones, please.

Red Dead Redemption 2 35
Red Dead Redemption 2 35

Conclusion: The Smell of Gun and Perfection

Red Dead Redemption 2 smells. It smells perfect. It’s a graphic demonstration of what happens when a top-notch development studio is given an almost unlimited budget, time, patience, and the trust of a publisher. Rockstar is one of only a few studios that can afford to do this, and the result is games that redefine a genre or set the direction for the next generation of competitors and gamers. And this game is no exception. It’s a beautifully crafted western full of small details, fateful stories, and a vivid world that is second to none. As for the game’s omitted online mode, we will talk about it in the near future in another article, stay with us.

WePlayGames.net Youtube Channel: Red Dead Redeption Online Headshot Shootout
Red Dead Redemption 2 27
Red Dead Redemption 2 27

About RDR2

Title: Red Dead Redemption 2
Type of Game: Open-World Action Adventure
Developer: Rockstar Games
Publisher: Rockstar Games
Released: October 26, 2018
Platforms Available: PC, PlayStation 4, Xbox One, PlayStation 5, Xbox Series X/S
Platform Reviewed: PlayStation 4 and 5
Level of Maturity: Mature 17+

Where to Buy Red Dead Redemption 2

Steam (PC): Available for $59.99.
Epic Games Store (PC): Available for $59.99.
PlayStation Store (PS4, PS5): Available for discount $19.99.
Xbox Store (Xbox One, Xbox Series X/S): Available for $19.99 discount.

Official Page: Visit the official Rockstar Games page for more information.
Subreddit: Join discussions on the Red Dead Redemption Subreddit.