• Breaking News

    Saturday, April 11, 2020

    Life Is Strange | [NO SPOILERS] Faded memory - Art by Jaune Larmes

    Life Is Strange | [NO SPOILERS] Faded memory - Art by Jaune Larmes


    [NO SPOILERS] Faded memory - Art by Jaune Larmes

    Posted: 11 Apr 2020 08:16 AM PDT

    [NO SPOILERS] Chloe & Max fanart by myself! Hope you like it!

    Posted: 11 Apr 2020 12:56 PM PDT

    [NO SPOILERS] Screen on Mobile Version

    Posted: 11 Apr 2020 12:46 PM PDT

    [NO SPOILERS]Jefferson's Birthday [Fanart]

    Posted: 11 Apr 2020 11:43 AM PDT

    [S2] HAPPY BIRTHDAY ENANO ������. - Fanart by Orion_pax2308.

    Posted: 11 Apr 2020 08:20 AM PDT

    [S2] Happy Birthday Daniel Diaz!

    Posted: 11 Apr 2020 07:35 AM PDT

    [BtS EB] So I just finished LiS BTS and when I did the bonus episode...oh boy

    Posted: 11 Apr 2020 12:10 AM PDT

    As soon as they finished with the pirate bit and Chloe was all like "yeah my parents are unusually late", I had the most awful premonition. They wouldn't dare throw all this at Chloe at once would they? Oh yes they did. Oh man. Oh fuck. This ain't something my 3am self was prepared to deal with. I was expecting to see some bittersweet and wholesome goodbyes.

    On an almost unrelated note, I love LiS and BtS because they're not games as much as interactive stories, BtS being much more movie-like where the choices don't really matter. I don't have to focus on min-maxing a build or any of that RPG stuff that I usually play, I can just enjoy the story and that's that.

    submitted by /u/tylerchu
    [link] [comments]

    [ALL] Interview: the co-director of “Life is Strange 2” tells why he likes to shake up players

    Posted: 11 Apr 2020 06:46 AM PDT

    Hi all, the co-director of LiF gave a deep and nice interview to a French cultural magazine. I thought it could be interesting to share a translation here:

    Video games: the co-director of "Life is Strange 2" tells why he likes to shake up players

    "Life is Strange 2", a game in five episodes developed by the Parisians of Dontnod Entertainment, seduced by its romantic complexity and its naturalistic aesthetic. Co-director Raoul Barbet tells us of his attachment to a quasi-documentary ethic that allows the player to question his certainties.

    The last episode of Life is Strange 2 was released on December 3. The end of an eighteen-month marathon in which the Parisians of Dontnod Entertainment will have worked tirelessly to deliver five episodes featuring a 16-year-old American teenager. While his father is accidentally killed by a police officer, Sean Diaz discovers that Daniel, his nine-year-old younger brother, has a powerful telekinesis power that he does not control, to the point of ... razing their neighborhood. Pursued by the police, the Diaz brothers fled to Mexico, the birthplace of their late father.

    If Life is Strange 2 is such a success, it is thanks to the empathy that we feel for the siblings Diaz and the terrible trials, not to say heartbreaking, which it faces throughout its journey to the south. Because these tests, precisely, reflect a desire to account for the reality of American society, its injustice and its inequalities. Raoul Barbet, co-director and co-writer of Life is Strange 2 , became aware with the games signed by the French studio Quantic Dream that we could play differently. There was a time David Cage's disciple on Heavy Rain, before charting its course with competitor Dontnod. At 37, this documentary and animation addict (he also founded Capsule, his own studio), agreed to reveal some manufacturing secrets.

    What appeals to you the most in video games?
    The strength of interactivity and the decisions to be made that change a story or situations. If the games that I co-produced with Michel Koch and our team of around forty people have simple gameplay, it is because it allows us to further develop the psychology of the characters and the depth of the story. These are very clearly the two aspects that interest me the most.

    How to create game mechanics from complicated subjects such as parental abuse or alcoholism, as in Captain Spirit , the prologue of Life is Strange 2 ?
    With Captain Spirit , the primary objective was to make the player feel the state of mind of the child that we were, when we get bored on a Saturday morning and that we give free rein to imagination ... The latter being an escape from the more serious problems of the adult world such as incommunicability, mourning or alcoholism.

    The whole problem lay in this equation: how to approach these subjects while retaining "fun". We used both personal and universal nostalgia so that the player could remember how much time he had at that time, by superimposing the child's natural curiosity on everyday everyday quests. We were very inspired by the comic book Calvin & Hobbes, by Bill Watterson .

    How did you recreate this naturalistic look in Life is Strange 2 ?
    It is the fruit of long research on the environments of the "places visited", whether on the atmosphere, the brightness but also the social reality. Michel and I watch a lot of documentaries. He, like me, needs an anchorage in reality, in today's society with all that that implies inequality and difficulties. For fiction films, we have reviewed Sean Penn's Into the Wild several times . For photography, we scrutinized in detail all of Mike Brodie's work . In documentary, Bombay Beach, by Alma Har'el was important for bipolar disorders in childhood.

    This research led us to go to the site, take a lot of photos and record hours of interviews with the local population for the sake of authenticity and credibility. The challenge was to create engaging and original characters while talking about certain aspects of American society. The figure of adolescents interested us, especially for the contradictory aspirations specific to this period, such as the tension between conformism and the desire for a marginal life.

    "Education, the transmission of values ​​in emergency and precariousness are the central themes of 'Life is Strange 2'"

    Why systematically introduce fantasy into your naturalist worlds?
    Jean-Luc Cano, our scriptwriter and writer, is very marked by Steven Spielberg, and especially Stephen King for his approach to the general public and his sense of storytelling. We like to work with him because he knows how to create coherence within a vast set of characters with often very different ramifications. The fantastic is both a revealer and an element of interesting gameplay. In the first Life is Strange,Max, the hero we embodied, had the power to go back in time. It was in line with the ubiquitous themes in the game such as social pressure, online harassment, depression or suicide. Rewinding referred to the adolescent state of untimely self-questioning. Assuming and no longer rewinding symbolically stemmed from adulthood.

    The second part was built in opposition to the first by becoming a kind of road movie. It was essential to take Sean and Daniel Diaz on the road to address the central theme of Life is Strange 2 : education, the transmission of values ​​in a context of emergency and precariousness. Embodying Sean, the surrogate father figure, while his brother Daniel, an unplayable character, possesses a potentially destructive power, represented a challenge. Because the consequences of telekinesis are the result of our decisions, sometimes terrible.

    Going beyond the simple simplicity of good and bad choices was essential in placing siblings in a situation of running and survival. Are not moral rules altered as soon as we leave our comfortable zone of honesty established by society? Sean, the hero, is constantly torn between his teenage desires and his responsibility as a father's surrogate. In addition, the fact that they are of Mexican origin confronts them with racism.

    On racism, precisely, how did you approach it upstream?
    This is a good question because there is always a risk of dividing by tackling such controversial subjects. We documented a lot from articles in the American press, but also with what we saw with our own eyes on the spot. Whether through testimonies collected or scenarios with requests for clarification to determine the degree of plausibility.

    Racist people take a point of view that is social construction. It was important to portray this realistically even if we strongly disagreed. The same goes for intolerance on religious or sexual orientation issues. The imperative was not to fall into the clichés that we are tempted to reproduce as European white men because we have read or seen them elsewhere in books, films or series.

    "In a video game, the character is embodied. It changes a lot. "

    What purpose ?
    We always want to put the player in a situation and shake up his certainties, without influencing him on a good way of playing or thinking. In a video game, the character is embodied. It changes a lot. If we have a personality completely opposite to the character, we will surely want to express it, including through the gameplay. So, how do you write a character who doesn't look like you at all? We try to find a happy medium by the situation and its consequences to provoke, in the best of cases, a reflection on behavior and what follows from it.

    What I like about Life is Strange 2 is that Sean and Daniel meet a lot of outsiders and get to know them by spending time with them. The player understands why they are on the street, why others have chosen a self-sufficient lifestyle. We have had a lot of feedback from players around the world who have questioned their own behavior and prejudices. It's very rewarding.

    French version here : https://www.telerama.fr/monde/jeux-video-le-corealisateur-de-life-is-strange-2-raconte-pourquoi-il-aime-bousculer-les-joueurs,n6576684.php

    submitted by /u/Davidabricot
    [link] [comments]

    [ALL] Are Jefferson and Daniel the same person?

    Posted: 11 Apr 2020 12:18 PM PDT

    • They have the same birthday.
    • Almost nobody like them.
    • Both spend the entire game making the main characters' life horrible.
    • And Redemption Daniel looks very alike Jefferson.

    Makes sense, right?

    submitted by /u/AshamedPhoto56
    [link] [comments]

    [ALL] Hey everyone, I started writing a pricefield fanfic and I would appreciate any feedback!

    Posted: 11 Apr 2020 02:00 PM PDT

    [no spoilers] jesus i have played s1 for 84 hours

    Posted: 10 Apr 2020 04:14 PM PDT

    [NO SPOILERS] Are we supposed to like Daniel?

    Posted: 11 Apr 2020 12:48 AM PDT

    I'm about halfway done with LIS 2 and I think he's a whiny bitch and I hate his guts, but the game thinks like I should be on his side. Fuck him tho, he's a pathetic brat who's ignorant and obnoxious and bitchy

    submitted by /u/Cyan164
    [link] [comments]

    [No Spoilers] Captain Spirit no longer on the PS store?

    Posted: 10 Apr 2020 05:33 PM PDT

    I convinced my brother to play LIS2 but told him that he needed to play The Awesome Adventures of Captain Spirit first. He told me that he couldn't find it on the PlayStation Store. I checked myself and couldn't seem to locate it. Does anyone know why it would've been removed from the store? Or when it might come back?

    submitted by /u/LelandMaccabeus
    [link] [comments]

    No comments:

    Post a Comment