Life is Strange, Episode 1 PS4 Review: Be Kind, Rewind

Dontnod's time-bending episodic series takes its first, uneasy steps into new territory.

Review by Mike Williams, .

What would you give to go back in time and correct your actions? To be able to jump back over and over again to find the right answer, to make the perfect first impression, or to let out your true feelings about the tiny transgressions we all ignore each day. What would you do then? Who would you be?

Life is Strange is about these questions. Protagonist Max Caulfield - a slight reference to Catcher in the Rye's rebellious Holden Caulfield? - is an aspiring 18 year old photographer who has been officially accepted into the prestigious Blackwell Academy in her hometown of Arcadia Bay. After a few years away in Seattle, Max now has to return to Oregon. New kid, new school; the hunt for social acceptance. The benefit of this framing is that Max not only has to meet the wholly-new inhabitants of Blackwell Academy, but there's also re-kindling the relationships she left behind, like her former best friend, Chloe.

Life is Strange is a story about teenagers.

Into this story of homecoming, developer Dontnod throws in a supernatural twist: Max begins the story near Arcadia Bay's lighthouse in the midst of a huge hurricane, before waking up in her photography class. She later witnesses a murder, only to wake up in her class again. It's here that Max begins to explore her time-bending powers and the game lays down the ground rules: Max can rewind time in short bursts, but she retains the knowledge, items, and positioning from previous loops. (Except for points in the story where she doesn't? Dontnod breaks the rules occasionally.) She can rewind time as many times as she wants, but her limits seem to be locally-based; once she leaves an area, she can't go back.

Life is Strange is an episodic adventure game in the Telltale style, with the heroine walking around discrete areas talking to people and making decisions. Think of Max's power as a version of what players normally do in Telltale's titles. Instead of saving and reloading to see where other options take you, you can see Max's alternate paths within the game itself. It's a cool idea and it manifests itself in interesting ways: Max discovers one character's stash of surveillance footage, but in doing so, she drops the files in some oil. No problem; just read the oil-soaked files and rewind to before she went snooping. She keeps the knowledge and the character has no clue they've been found out.

There's darkness on the horizon, but most of the episode is light.

Max's power is a benefit from a character perspective. There's a decent supporting cast in Blackwell Academy, where Episode 1 mostly takes place, but your encounters with them seem largely optional outside of a few key characters. Time loops mean you get to converse with them in multiple ways, teasing out new information and new facets of their lives. Victoria is the Queen of the school for example, but judicious rewinding shows you that while she can be very mean to Max, they can also find some common understanding.

The rewind also creates a bit of distance between you and Max, because Max is just Max. In Telltale titles, you're very cognizant of playing your Lee, your Bigby, or your Clementine. Even the reactions of their supporting casts are based largely on your decisions. Here, the rewind time power means you see all the alternatives; I doubt anyone is going to play Life is Strange without seeing every option during a playthrough. This makes it feel like the player is looking into Max's life; Max is Max, and supporting cast is still whoever they are. This is mirrored in some of the choices you can't make: when a friend gives Max a flash drive that happens to have her name on a folder, you're not given the option to dig deeper, ostensibly because Max herself would never think to dig deeper. It's frustrating, but also serves to establish who Max is.

Wandering around talking to students and solving limited time-based puzzles isn't much of a hook - even the impending hurricane doesn't seem like that much of a pressing issue - so Dontnod has thrown in a bit of a thriller action. Prior to Max joining the Blackwell Academy, popular student Rachel Amber went missing. Posters litter every area Max walks through, so she's meant to constantly be on your mind. Everyone at Blackwell knew Rachel, everyone has an opinion on where she went, and oddly enough, most of the supporting cast has a slight motive for her disappearance. It constantly has you asking questions: Who took Rachel, or did she just leave? What does this have to do with the school's elite Vortex Club? Does this person have a proper motive for the crime? It's enough to fuel pages upon pages of forum speculation, I'm sure.

Life is Strange looks good in screenshots, but the game's presentation does stumble a bit. The lip-syncing is awful; the game looks enough like a Telltale game that the bad lip-syncing makes you realize how much work good lip-syncing really requires. The environments themselves looked lived in, but this draws your attention to details like the fact that no one's medium-length hair moves when they move or the occasional blurry texture. Finally, the dialog is cringe-worthy at times, feeling like an adult's version of what teenagers actually sound like. (I'll allow for the idea that I'm wrong and I don't know what teenagers sound like.) The dialog just feels cheesy and over-wrought at times.

Despite all these stumbles, the largest problem is Life is Strange Episode 1 is just the beginning. It's all establishing, showing us Max, her powers, Chloe, and the rest of the supporting cast. You never get enough meat to really buy into the concept, which lacks the licensed tie-in of Game of Thrones and A Wolf Among Us, or the immediacy of The Walking Dead's setting. The hurricane is a few days away, but Max is the only one who knows about it for most of the game. Rachel is missing, but you only have her story through second-hand perceptions. That's something that the devs at Dontnod can correct in later episodes, but the real hook is not on display here. I'm intrigued, but I haven't bought into Life is Strange completely yet.

The Nitty Gritty

  • Visuals: Life is Strange looks pretty good, but the lip-syncing is awful. There's also the occasional detail that looks off, like blurry textures.
  • Sound: The game's score is composed by Syd Matters' Jonathan Morali, with music from some alternative acts.
  • Interface: The interface really does feel like a teenager's sketchbook.
  • Lasting appeal: The rewind mechanic means you'll experience most of the episode in one playthrough. Not much more to see beyond that.

Life is Strange is an episodic adventure in the Telltale-style, placing you in the shoes of 18 year old Max Caulfield. Max can rewind time at will and has prophetic dreams of the future. Episode 1 is all intro, giving you a look at Max's powers and her supporting cast, but not much else. There's hints of bigger things on the horizon, but neither issue is immediate within Episode 1. I'm intrigued, but Episode 2 needs to give me a stronger reason to finish all five episodes.

3 /5

Life is Strange, Episode 1 PS4 Review: Be Kind, Rewind Mike Williams Dontnod's time-bending episodic series takes its first, uneasy steps into new territory. 2015-02-02T23:00:00-05:00 3 5

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Comments 9

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  • Avatar for JohnnyBarnstorm #1 JohnnyBarnstorm 3 years ago
    It sounds like it takes some of the best elements from Remember Me. That game had a nice world and incredible art direction. The English voice acting was horrendous, but my French is good enough that I could play through it that way.

    I don't think this would really work for a game set in Portland, though.

    The Walking Dead / Tales from Borderlands / Heavy Rain / Beyond style of light adventure / interactive movie is right up my alley, though. I'll give it a shot for sure.Edited February 2015 by JohnnyBarnstorm
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  • Avatar for ojinnvoltz #2 ojinnvoltz 3 years ago
    My So Called Darko. I don't like teen high school drama, the conceit of time travel, adventure games/visual novels/narrative walkabouts, and I hate Holden Caulfield with a fiery passion; however there's still something about it that holds my interest. I think it might be that I like seeing videogame characters wearing beanies. I'll probably wait until the whole thing comes out to check it out.Edited February 2015 by ojinnvoltz
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  • Avatar for Monkey-Tamer #3 Monkey-Tamer 3 years ago
    I liked the Walking Dead Season 1, but I like more interaction with my games generally. I may check it out once all the episodes are released. The interactive movie bit is a style I only enjoy once in a while.
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  • Avatar for ldave #4 ldave 3 years ago
    I completed it last night and really enjoyed it. I think it is worth a second play-through with different choices: it is true that you could check the different paths in the first episode with the rewind, but in later episodes we can't really go back this far to see what could have happened if I do this or don't do it.
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  • Avatar for alexb #5 alexb 3 years ago
    I know this game is a potential darling for some and I'm going to catch some grief for saying this, but this game's writing and setting seem really inauthentic to me. What do a bunch of 30- and 40-something Parisian men know about being a teenage girl in modern day Oregon? They take this indie look and setting that is built on this sense of authenticity, personal experience, youthful exuberance, and specific location and just kind of appropriate it because they think it's cool or marketable.

    Like fellow French developer Quantic Dream, they appear to be fumbling at making "serious art" by trying to set a game in a "serious" Modern American settings with "serious" Modern American characters but it's coming off as forced and very fake. They apparently didn't even bother to resync the lip flap in English, just like David Cage didn't bother to cast native English speakers for most of his cast in the Philadelphia-based Heavy Rain. It was half-assed and phoney there, too.

    If they want to tell this kind of story, I really do believe they need to find someone who can write from actual experience rather than trying to synthesize it through a dense haze of generational, gender, and cultural differences. Or else look closer to home for more honest, authentic material. I mean, if they were pulling it off, that would be one thing. A master storyteller can look beyond him or herself to inhabit a character or setting and it would be fine. But they aren't pulling it off. If they want to make real art and create characters and stories that feel "real," they need to be honest with themselves and their audience rather than posing.
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  • Avatar for docexe #6 docexe 3 years ago
    The premise sounds interesting but like other commenters here, I think I will wait till the whole season is completed before checking it out.
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  • Avatar for #7 3 years ago
    I loved Remember Me. Hope this sells if for no other reason than to see Don't Nod continue on. I know I'm buying off the strength of that, since this game is expanding on those memories mini-games from Remember Me.
    And I respect them for the fact statistics say games starring women (other than the Tomb Raider exception) don't sell and games starring any guy who's not white won't sell as well, so what did they do with Remember Me?
    Had it star a half white/half black French woman! And they never made a big deal about race. That's simply who she is. It goes unmentioned.
    That shouldn't be a big deal in an ideal world, but the fact it's so rare and goes against marketing trends, big respect from me. I was happy to see it.
    Of went on to not sell and they have had to cut back to doing a smaller digital only game, but at least they are trying to make the world a better place in their own small way.
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  • Avatar for link6616 #8 link6616 3 years ago
    @alexb I see your point, but... We have the same issue in a sense for any historic game, any game outside of a common context, but we don't worry too much.

    I have to play this still, but I think to the non american market it isn't as noticeable (look up non US reviews vs US reviews of heavy rain, you'll notice different comments on the voice acting). Since for a lot of the world this is inspired by a number of strange films, maybe it's echoing of those vibes will be what pull in a lot of the non US audience and they'll get that feeling...

    It is certainly strange that multiple french developers seem focused on not setting things in france though...
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  • Avatar for Bauul #9 Bauul 3 years ago
    This rather interests me. I've always enjoyed adventure games, and actually a good bit of teenage human drama always stirs up the self-conscious 15 year-old in me.

    I'll check out the demo to see if the dialog and lip-syncing are too distracting to enjoy (thumbs up for demos!).
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