Life is Strange: Before the Storm — Review

Andi Dai
3 min readSep 18, 2017

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In a world where first-person shooters (FPS) and role-playing games (RPG) dominate the video game market, Life is Strange: Before the Storm, is an anomaly. Lacking intense gunfights and swordplay scenes, Life is Strange does not seem like an exciting video game. However, its millions of followers would probably disagree.

Life is Strange: Before the Storm is a prequel to the original Life is Strange. The game is told from the perspective of Chloe Price, a 16 year-old teenager struggling with high school and the various different hardships associated with youth. The official genre of the game is episodic graphic adventure, a game type in which gameplay is based on decision-making through on-screen prompts. How did the story of a high school girl attract the attention of millions of players? Without giving away too much of the plot, here is a quick summary of Chloe’s life.

Chloe Price is a stereotypical rebellious teenager who suddenly loses her father in a tragic accident. Soon after, her best friend moves to another city, leaving her alone with no one but her mother. As the game is played from Chloe’s perspective, players can experience everything she goes through and make decisions for her. Given that players can probably relate to some aspects of Chloe’s life, this game touched the hearts of many. What makes the game relevant in today’s society is its message about friendship and its openness about mental health.

In a world obsessed with social media and online expression, Life is Strange hit home with many players due to the nature of its story. While everyone is making online friendships and virtual connections, this game returns the idea of friendship to its roots. Friendships are considered trivial nowadays due to the widespread use of technology. Life is Strange explores what it means to have a best friend, and what could happen if we lost that face-to-face connection. Without a raw, physical connection, is friendship truly legitimate? When Chloe loses her best friend Max due to her moving, their friendship loses its worth even though the two keep in contact through letters and texts. Although Chloe could see Max through photos she sent, the intense bond they once shared no longer exists. When people connect with their “friends” through social media, they no longer do it for the friendship, but rather, for their online image. Chloe’s experience with loss is scarily relevant in today’s society.

The other topic highlighted in Life is Strange is mental health. With a rise in depression and suicide rates across the country in recent years, many young players probably felt strongly about Life is Strange and its depiction of mental illnesses. In the game, Chloe loses her father, best friend, and becomes a social outcast. She begins to believe that the world is out to get her and that no one can be trusted. Due to her experiences, she is a prime example of what a depressed and suicidal teenager is like. When a game depicts mental health like this so openly, it allows for people to really understand what it means to have a mental illness. Discussions with family, friends, and loved ones is easier now that people can experience firsthand the horrors of grief and isolation.

In the end, Life is Strange: Before the Storm will probably not surpass popular FPS and RPG games in sales revenue. However, the relevance and realness of Life is Strange makes for an emotional life lesson about valuing friendships and overcoming grief that far outweighs its financial footprint. Its impact on the millions of fans who have experienced it will last substantially longer than any other game. Life is Strange will have a special place in the hearts of many.

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