As a long-time fan of the Life is Strange series, I must admit that Double Exposure left me feeling somewhat underwhelmed. Coming from someone who has invested countless hours into Max and Chloe’s heart-wrenching tale, this spinoff felt like a distant cousin trying to fill big shoes.


To start off this review, let me confess something upfront: I wasn’t initially excited about a sequel to the original Life is Strange game. When Beyond the Storm was announced, and later when Deck Nine revealed they would continue Max Caulfield’s story with Life is Strange: Double Exposure, my skepticism remained. Despite enjoying the first game, I found subsequent titles like Life is Strange 2, Life is Strange: True Colors, and Tell Me Why to be more captivating, with protagonists that seemed more intriguing. To me, Max often appeared overshadowed by other characters who had intense flaws and powerful personalities that propelled the storyline and added emotional depth. Regrettably, even after playing Life is Strange: Double Exposure, my initial feelings persist, and I’m sad to say it didn’t change my mind.

In Life is Strange: Double Exposure, Max often seems no more captivating than the characters around her, serving as a motivator yet lacking a strong individual appeal. Despite the game delving into her sorrow after Chloe’s departure (either through a difficult goodbye or death, depending on your choice), and a fresh loss introduced in Double Exposure’s initial chapter, Deck Nine struggles to infuse these experiences with meaningful depth and emotional impact.

Although Double Exposure boasts impressive visuals, compelling narrative moments, an innovative gameplay twist, and lovable characters, it unfortunately shares some annoying similarities with its predecessor and struggles with inconsistent story quality and writing. Consequently, the game offers a shallow overall experience that fails to meet expectations.

In the timeframe of about ten years post the events from Life is Strange, Double Exposure delves into the life of Max, now a celebrated photographer, as she embarks on her residency at the esteemed Caledon University in Vermont. Over these intervening years, Max has chosen to control her time-travel abilities due to their destructive potential, as she’s painfully learned. During this time, two of Max’s dearest friends emerge: Safi Llewellyn-Fayyad, a daring and captivating poet, and Moses Murphy, initially shy but blossomed into an astrophysicist. However, the first chapter concludes with any semblance of normality vanishing as Max finds herself embroiled in another harrowing incident: the shocking, brutal demise of one of Caledon University’s most cherished students.

Constantly playing the role of an investigator, Max embarks on a mission to unravel the mystery at hand. This determination stems from her recent acquisition of an extraordinary skill – the power to move between different realities, which significantly enhances her problem-solving abilities. The game Double Exposure is all about Max hopping between two distinct realms. In one universe, the deceased student remains so, causing Max to grapple with her own sorrow and the ripple effects of a sudden loss within the community. In contrast, in the other realm, the same student miraculously lives on, though still in peril. The act of transitioning between these dimensions forms a significant part of Double Exposure’s gameplay mechanics; when Max encounters an impasse in one universe, she is encouraged to explore the other, where she might uncover crucial clues, vital items, or means to bypass obstacles that exist only in the alternate reality.

The decision to add this mechanic rather than solely relying upon Max’s ability to time travel is a good one; It’s fun and changes things up just enough from the original Life is Strange while still feeling in line with Max’s pre-existing power. However, her immediate use of it with next to no hesitation did feel a bit off, considering her acute awareness of the disaster her time-traveling wrought. Though the player is largely responsible for Max’s actions and beliefs, this is a recurring issue in Double Exposure, as Max ultimately comes across as having no real convictions or personality outside of a fondness for delivering Gilmore Girls-esque pop culture quips.

Additionally, the ability to traverse dimensions in this scenario seems less impactful compared to Max’s time-jumping in Life is Strange, since it primarily enables Max to hold informed discussions and explore offices. This might account for her casual attitude towards it, but I believe the negative effects it has on the overall gameplay experience outweigh any justification for her lack of concern.

Instead of being heavily influenced by Degrassi-style melodrama, the original game offered a significant amount of intense drama and numerous tense situations, resulting in an overall captivating experience. However, while Double Exposure contains some powerful dramatic scenes, they are not as frequent. What’s more, there are instances where one would expect a stronger emotional response due to the ongoing situation, but these moments fall flat.

In my perspective, one reason I find it hard to fully immerse myself in the game is because my connection with Max and the entire cast of Double Exposure, as well as Caledon University, feels rather detached.

While Arcadia Bay felt like a warm, familiar home and its inhabitants, part of a close-knit community, roaming through Caledon University brought to mind the tranquil atmosphere of a college campus during holidays: peaceful yet somewhat in-between realms. I did appreciate certain staff members at the university, specifically the creative non-fiction professor Gwen, but my encounters with her felt awkward and lacked depth, and unfortunately, her narrative didn’t develop into anything particularly captivating.

In simpler terms, the romantic characters Amanda and Vinh in the game feel underdeveloped and forced. While Amanda appears charming, her role lacks depth and she seems more like a secondary character rather than someone Max strongly connects with. Many of their interactions feel uncomfortable or strange, especially when Max proposes spending the night together after a brief kiss, which doesn’t align well with most of their previous encounters where they argue over Max neglecting Amanda or giving her space to mourn. On the other hand, Vinh has a more significant role in the story and showcases his own vulnerabilities. However, he often comes across as a frat boy who persistently pursues Max, leaving it up to the player to decide if they become fond of him (or simply grow tired of his advances).

Although you’re led to believe Safi and Moses are close friends with her, it doesn’t seem like she shares a deep bond with either of them. Given their roles within the game, one would expect they’d be well-acquainted, knowing details about each other that go beyond their past tragedies and special abilities. This is especially surprising because Safi and Moses are among the most intriguing characters in the game, with Safi standing out due to her vibrant personality, captivating backstory, and numerous connections to key figures within the storyline. However, it’s her influence on the plot that, while not problematic on its own, often makes Max appear as a secondary character who overshadows her. I acknowledge that this dynamic is partially intentional, but I can’t help feeling disappointed in a game heavily focused on narrative and emotion, when it feels like I’m more of a puppeteer controlling the characters rather than truly embodying them.

Another issue with Safi outshining Max is that, in many ways, it makes it entirely clear that Double Exposure is largely a retread of Life is Strange. It’s a bit awkward, considering Deck Nine is developing the title rather than original studio Don’t Nod. But even if I place that bit of distaste aside, it was strange as a player. I don’t want to give away major plot points, but suffice to say that if I described in broad terms the plot to both games–relatively spoiler-free highlights being a school-based murder mystery, a looming storm, and an angsty female friend with issues and dead best friend shrouded in mystery–you’d be hard pressed to narrow down which Life is Strange I’m talking about.

The relationship that felt the most tangible and real to me, strangely enough, was one that was barely seen throughout the game and has caused some outrage from the original game’s fans: Max’s relationship with Chloe. You won’t see much of this play out if you state that Chloe died in the first game–and to be honest, you still won’t see much even if you select that she survived. That said, there was something that felt so real about the pair having drifted off, their trauma bond over enduring such a life-altering series of events proving not quite enough to keep two people with such drastically different wants and personalities together.

Despite their differences and the fact that Chloe doesn’t play a significant role in Max’s life, she occasionally interacts with him online, sends texts, and checks on him during troubling times. This shows that she still cares for Max deeply. Some people might find this arrangement offensive, but I can understand it because I’ve been in similar relationships myself. Chloe is like a lingering specter for Max, exactly as one would expect given their history together.

The game Double Exposure is commendable for enhancing its visuals and motion-capture from previous Life is Strange series. Improved lighting and motion-capture technology that accurately captures subtle expressions elevates realism and allows the game to express a wider range of emotions compared to its earlier versions, which were somewhat rigid. However, the team wisely chooses not to overemphasize realism, instead favoring a more stylized approach with vibrant characters and settings typical of the series. Despite some reservations about the narrative, the art in Double Exposure effectively pulled me into its world.

Additionally, I share your sentiment that the ending and expansions in Double Exposure hint at an intriguing future for the Life is Strange universe. If you prefer, you can skip this part to avoid larger spoilers. The way this game ties into the broader universe, much like how Control connected to Alan Wake, adds a layer of depth that I find captivating. This connection also echoes elements from Life is Strange 2, which initially introduced this concept. Although I wasn’t entirely pleased with Max Caulfield’s return at the end of the game, the journey of two other characters has me hooked and excited for a potential spin-off focusing on one or both of them. In essence, I believe there could be a fascinating Magneto-Xavier dynamic emerging in the series, which I think would make for a compelling direction.

Despite having intriguing plot potential, Life is Strange: Double Exposure didn’t significantly enhance my overall enjoyment of the game. A part of me questions if I would have appreciated it more if I had entered with a deeper affection for the original installment. Conversely, another part wonders if lacking prior experience might have made the experience better. However, as both a sequel and standalone title, Double Exposure seems to fall short of expectations. It presents some engaging narrative elements, stunning visuals, and lovable characters; yet it fails to capture the charm, intensity, or emotional depth that it critically depends on.

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2024-11-20 19:11