Life Is Strange: Double Exposure Is Inspired By Remedy's "Particular Brand Of Weird"

As a seasoned gamer with years of gaming under my belt, I must say that the upcoming Life is Strange: Double Exposure has piqued my interest like no other game in recent memory. Having played and been captivated by the first game, I can’t help but feel a sense of nostalgia and excitement as I anticipate the return of Max Caulfield.


Life Is Strange: Double Exposure is set to debut within a couple of weeks, allowing gamers to once again step into the shoes of Max Caulfield from the original game as she embarks on a fresh journey that takes her from one coast of the United States to another. A 45-minute demo of one of the game’s early chapters was recently played, highlighting Max’s newly acquired abilities to traverse parallel realities. Intriguingly, in one world Safi, her friend, is alive while in another she has been killed. The potential killer from the first reality remains at large, driving Max on a mission to save Safi before it’s too late

In addition, we had a chat with Jonathan Stauder, the creative director of the game, and Felice Kuan, the narrative director, to learn about the process of creating this new story for Max, her journey to Vermont, and other aspects related to the lore within the Life is Strange universe. The team’s responses to our questions are shared below, prior to the game’s release on October 29

Note: This interview has been edited for clarity.

Question: Does Double Exposure definitively choose an ending from the initial game as canonical, or is there a different mechanism at play?

Jonathan Stauder: I’m afraid so. At the outset of this new game, during the initial stages as you play through a few early scenes, you’ll be given a chance to recount the events from the previous game. From then on, whatever you choose will establish the canon for your experience

Sure. It seems possible that she might be moving between two realities created from the original game’s ending

Sure thing!

So, you mentioned she’s relocated to Vermont, correct? I’m curious about the factors that led to this decision. I can see the logic behind wanting to move her away from the Pacific Northwest, but what was it about Vermont in particular that appealed?

Felice Kuan: I know that we wanted her far away, right? So symbolically, literally on the other side of the country [made sense]. I don’t know if there was any other specific reason. I know that we were excited about winter, because the last game took place around Halloween, so then the next immediate season, you get winter, you get Christmas.

In a tale about multiple dimensions, how can we confirm that this Max is indeed the one from the initial game? Why should we not concern ourselves with potential differences between realities?

As a devoted fan, let me express it this way: Absolutely, indeed, it’s all about your Max. Just as we were discussing earlier, you get a chance to validate that significant decision involving the major choice. From that point onwards, I can’t help but feel empowered, like I’m carrying forward the Max I knew from the initial game and watching her grow even more in this new installment

The narrative seems reminiscent of the film “Another Earth.” Have either of you watched it, or was this movie perhaps a source of inspiration for your story development? If not, could you share some of the specific inspirations that influenced the creation of this plot?

In simpler terms, from a literary perspective, the concept of the multiverse is widely used and popular. So, it seems our goal wasn’t just for inspiration or exploration, but specifically to delve into Max’s unique take on this idea. What are the significant points where Max’s interpretation of the multiverse intersects?

I enjoy the unique style of storytelling found in Remedy games, and I believe we can use this as a starting point for our own time travel across multiple universes. Later on in the game, you might notice visual elements reminiscent of Remedy’s style

Will this series continue to feature a significant amount of licensed music? Is it likely we’ll hear even more of that in this installment? Are there any particular songs, musicians, or bands you can mention that will be included?

JS explained that the game will have unique elements yet to be discovered. His goal for the soundtrack and score was to reflect Max’s story and Safi’s, showing how they impact each other and evolve over time. He hopes players will sense this connection throughout the five chapters of the game, as more details about the music are revealed before its launch

Life Is Strange: Double Exposure Is Inspired By Remedy's "Particular Brand Of Weird"

Fans have expressed the idea of reintroducing Max as little more than just fan service. Could you clarify why it goes beyond that?

In my opinion, after experiencing this game, it will become evidently clear that it is essentially Max’s tale. Many of us found the first game particularly influential, and given such a significant decision she has made, there’s much to explore. Additionally, it’s approximately the same time frame since the story of the first game, which allows our personal reflections on its meaning to provide insights

In simpler terms, if we’re brainstorming powers suitable for our characters and considering the narrative twist of moving between two distinct timelines, it seemed effective for Max to address lingering issues from the initial storyline, offering a sense of closure or release. This led us to think, “Wow, this could be a great game for Max.” After further exploration, we found ourselves validating that assumption, eventually leading to where we are now

Is there any aspect or feature in the Life is Strange series that was not possible in the initial game but can be achieved now, either technically, narratively, or otherwise?

In simpler terms, this is the first Life is Strange game to be made using Unreal Engine 5, and it will boast numerous visual improvements. You’ll notice these enhancements across all aspects such as performance, fidelity, lighting, etc. Similar to Max’s new ability, the ability to shift between different versions of a space without loading screens is something that couldn’t have been achieved even in 2021’s True Colors game

The creators aim to surpass the original game in every aspect, but not just by doing everything it does, but more. The first game established a path for featuring diverse character types seldom seen in games, and addressing topics like teen suicide, which many games avoid. Now, with the progress made so far, they can execute this approach even more boldly, integrating it into the development process

Do all of the Life is Strange games share a single story universe?

Absolutely, everything created by Don’t Nod and Deck Nine belongs to a single continuity. However, as you venture into the comics and novels, things might become less clear-cut. Yet, it’s certain that all the games released so far are set within the same universe

In another perspective, this story revolves around a group of youngsters who are uncovering extraordinary abilities, making them somewhat akin to the Avengers for troubled adolescents. The underlying theme is that these children find their powers at their most vulnerable moments, correct? It’s traumatic experiences that seem to be setting off this newfound ability each time

JS: Exactly.

So, it implies that not all abilities from Life is Strange are inherently beneficial since they’re deeply connected to individual traumas. When you discover a character’s backstory and an ability that seems fitting, it’s quite thrilling

Life’s Strange: Double Exposure is set to release on October 29th, available on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch. Pre-order now to secure benefits including a collector’s steelbook case and various additional perks, whether digital or physical, based on your chosen package

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2024-09-05 01:39