I grew weary of the characters squabbling, the word “flark”, the constant slides and gaps, and the combat/cutscene/combat/cutscene nature of the closing chapters. I still loved it. It has such great emotional highs and a chaotic joyousness pumping through its veins that kept me smiling and wanting more. It proves in this day and age that a linear AAA game can still offer up imaginative, wondrous ideas and sights. As a result it feels like a refreshing rarity in the current “bigger is better” market. Thank goodness it’s a single player game too and one that takes the time to build a complex, heartfelt narrative around its protagonist.

True Colors is the first Life Is Strange to figure out how to gel its central gimmick with its more dramatic story beats. It’s also the first one to nail most of those moments; they feel natural instead of too saccharine or cringey. It only really stumbles in the smaller moments, but then you experience something like nearly the entirety of the third chapter, which is an ingenious portrayal of a LARP (and one of the best video game moments of the year). It also establishes a sense of a place that’s been missing since Arcadia Bay in the first game and features the most memorable cast of characters to date. I cared about the town of Haven, its inhabitants, and especially its latest arrival, Alex, a wonderful protagonist.

This review contains spoilers

The intrigue that stems from experiencing a 10-minute chunk of the same day over and over and trying to sort out why vanishes when you realize it’s all been in service of one of the most nonsensical horseshit endings in the history of video games. Yet it really starts to fizzle out earlier when you’re presented with such options as being able to stab the protagonist’s pregnant wife to death with a kitchen knife. What the fuck

I’m utterly baffled by the mostly positive mainstream reception this got.

The scariest game I’ve played that isn’t titled P.T. but might as well be P.T. 2. All-encompassing dread that permeates nearly every moment from beginning to end. Four stories told with refreshing straightforwardness and horrifying ingenuity. It’s not an experience to be taken lightly. Unfortunately the somewhat cruder gameplay elements like the sluggish sledgehammer add to the already arduous task of getting through it. Yet the majority of that challenge lies in what it should: the game being so goddamn terrifying.

It’s almost redeemed by some cool puzzles. Too bad most of them are way too simplistic and the core mechanic of the game just doesn’t function properly. The ability to make objects bigger or smaller with a simple change of perspective is a cool concept. Yet it makes for poor gameplay when you have to cross your fingers and hope you’re standing at exactly the right angle for that wedge of cheese or block to actually get bigger. It all comes across like a watered down The Stanley Parable. That dollhouse part was pretty neat, though.

You can hold down a button to play sick guitar riffs while you jump around and shit. Objectively awesome.

2015

One of the best video game stories. Hits you like a 10,000 lb brick and 🆂🆃🅸🅲🅺🆂. The stealth gameplay is nothing to write home about, but it fades into the background as this bone-freezing rumination on existence unfolds. Scary in the kind of way that really takes hold of you late at night…or even in the midst of broad daylight.

It’s buggy, but I still found this “Elder Scrolls except with no combat and it’s about painting stuff” adventure kinda charming. A little unsettling, what with the anthropomorphic characters that nearly all talk like they’re from one of those Xbox 360 Sherlock Holmes games, but still charming. It’s very chill and pleasant. I could go for more stuff like it. Just touch up that framerate a little maybe.