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    Monday, February 22, 2021

    Life Is Strange | [NO SPOILERS] Kate portrait by Pershun

    Life Is Strange | [NO SPOILERS] Kate portrait by Pershun


    [NO SPOILERS] Kate portrait by Pershun

    Posted: 22 Feb 2021 07:18 AM PST

    [NO SPOILERS] Max serenading Chloe. Based on Hannah Telle's cover of Obstacles.

    Posted: 21 Feb 2021 08:42 PM PST

    [No Spoilers] Chasemarsh Monday: Follow me, ma cherié (by shinobu3)

    Posted: 22 Feb 2021 09:27 AM PST

    [NO SPOILERS] Looking through subtitle options and this

    Posted: 21 Feb 2021 08:56 PM PST

    [S2] World's Best Big Brother. - Fanart by Leconcombrerit.

    Posted: 22 Feb 2021 12:32 PM PST

    [No Spoilers] Life is 2-D; EPISODE 1 NOW AVAILABLE! A (still) playable Gameboy adaptation of LiS, as a 90's era RPG

    Posted: 22 Feb 2021 06:24 AM PST

    "What if?" Life is Strange was a 2-D Gameboy RPG?

    Life is 2-D: Episode 1 for Gameboy (Playable in your web browser!)

    UPDATED 21/02/21 EPISODE 1.0 - Now Available!

    WEB BROWSER VERSION: Should work on ANY phone, tablet, PC, etc just fine

    https://lifeis2d.itch.io/life-is-2-d (And to save the inevitable: Z on keyboard = A. X = B.)​

    Actual Gameboy ROM - Runs on virtually any Gameboy emulator (as far back as the Amiga..!) but intended for actual hardware. Flash your own custom cart, use a flash cart, whatever. Works with everything from OG Gameboy through to New 3DS.

    https://mega.nz/file/DZpwVIQA#Nju07LHnAJf8BmTufon21SLoaPUDlEm-K0pbP3nCdbg

    Well. It's time for another update. I am very pleased to announce that this virtually-complete version Life is 2-D Episode 1 is now available for those who care. Those who remember the original posts might recall that the plan was to have an abbreviated and heavily cut down version of the branching conversations. Well, that kind of went out of the window so the big change for this version along with being longer is... ALL of the branching conversations are in. All actions that had consequences, have consequences here. All of the characters are basically in. Every location is in. Everything - sound aside - that I can reasonably put in, within the limits of GB Studio, is in.

    Yes, the entire first episode of the game IS complete. Start to finish, ending sequence, choices list and all. Some day, there will be Extras added, but not for a very long time if ever. I make no promises as to whether it will continue on with episode 2 - I'm just not sure yet whether I have the energy for it - and I kind of like the idea of having this out there, for free, just as the original first episode is.

    So, enjoy this adaptation for what it is. A crudely bashed together but hopefully recognisable tribute to the game - and those old Pokemon/Link's Awakening era Gameboy titles - I love so much. Undoubtedly a team or a talented person could do it better, but for someone like me with zero artistic ability or "programming" experience, this is it. Proving that anyone can pick up GB Studio and within a few hours have something like the original five screens, a few text boxes, one "Max" sprite, and a cut to a very empty classroom that I first put out. Now it's around 150-160 screens, 98% of the rewind and branching conversations with hundreds of lines of dialogue, all of the unseen connections and triggers and tracking things across the game... It's possible. I can state that for sure, because I did it myself. Rewind time to 1989, and you could play this exact thing on a Gameboy.

    GB Studio is available for free, on Windows and Mac. It includes a sample "game" that you can pick apart and learn the workings of very easily and visually, and it includes sample sprites and backgrounds that you can freely use. Other than that, any art program that can spit out a .png is the only other thing you really need.

    What do you need to run it? Nothing aside from a web browser. The ROM provided should also work with ALL ways I am aware of for emulating Gameboy titles. I've run it on everything from an unexpanded Amiga 1200 to an actual self-flashed cartridge on real hardware via a GBxCart Mini RW on my actual Gameboy. And GB Pocket, ColoUr, Advance, DS, 3DS...

    ​A .gb ROM link will be provided Monday 22nd too. If you do happen to find anything that breaks within the game, let me know and if it can be reproduced it'll be fixed. Other than that... Have fun!

    This project is released for free and should always be available as such. I neither ask for nor would accept any donations of any kind, and have not nor do I wish to make any money etc from it - as I say, I did this as a technical exercise and proof of concept, and just trying it would be thanks enough for me. I make no claim to copyright, and will honour any valid, verifiable DMCA requests. Please make any such contact via twitter.com/lifeis2d.

    UPDATED 16/06/20 DEMO 3 - BLACKWELL VISUAL REFRESH!

    (18/06/20 - Tiny change to fix a colour issue, RA heart on desk added. That's it. Rest of the bigger refresh follows...)

    So to celebrate Dayeanne Hutton, VA for Kate, Alyssa and Juliet, reaching THREE YEARS on twitch as of Tuesday 16th with her first 24 hour stream, here's a THIRD (see what I did there?) slightly newer demo for you all to enjoy, or deride, or break as you wish. If you enjoy it, or wish to berate me, you can find us over on twitch.tv/dayebraham_lincoln from 11am Pacific (which I think is 7 or 8pm UK).

    As I don't ask for donations for working on this, I would instead like to suggest anyone inclined to do so show appreciation by dropping by and giving her a follow or a sub - thanks! Life is 2-D most certainly would not exist without her streams, and this third demo certainly wouldn't be out today. A Gameboy ROM will appear at some point tomorrow as usual.

    The first few screens haven't really changed so don't be surprised by that... Although white noise stormy/rain/wind audio is in place. (Yay?) This is more or less the same exact demo in terms of where it plays up to, BUT...

    Blackwell has been very much upgraded visually as the class and corridors go, and with more of the interactions in place like the RA posters, and more of the spots from the original game if you know where they are. And then I redid the classroom graphics a couple of hours ago. Obviously, that was a great idea having x variations that needed to be replaced ingame. There's an awkward camera change on Victoria leaving her desk on the todo list - ambition > time.

    As always, the new demo can be found at;

    https://lifeis2d.itch.io/life-is-2-d

    And as ever I am always happy to answer any question or comment!

    TO KNOW;

    Almost all of the characters are still in GB Studio sprite placeholder form - Max, Chloe, Kate, Jefferson, David and Nathan are mainly done though.

    Anything outside of Blackwell is VERY much "work in progress" (literally I am working on upgrading this area right now, some of which is in place and some clearly isn't) - interactions for most characters are missing, Justin and friends aren't in, interactions are unfinished etc. This will probably be the final demo just as these are getting very time consuming to branch off and produce at this point, and I do want to maintain some "new" for people to experience of it.

    SPONTANEOUS OUTBURST OF NERD TALK: (Random notes from working on it)

    Why is (blank) not included/changed? Generally for one of three reasons - For example, technical limitation with how the Gameboy displays graphics means there is a limit on how much detail a particular scene/background can feature (one big casualty to me being the flag in Chloe's room - it would've just cost so much in detail that much as it killed me, it just wasn't practical to get in there), though I tried to keep the "essentials" in. Or there being a maximum number of characters and animation frames (nine "actors") you can have per scene. Or you might notice a lack of chairs in the game. Turns out on a Gameboy screen, you really don't want things like that as they become an obstacle that makes just walking around very annoying - take them out, improve playability.

    The main casualty though is... SAVING IS JUST NOT POSSIBLE. Although this does make it more authentically "must be finished in one go" to the era, it's actually more technical. GB Studio does allow saving. The problem is, it does not save the state of all the variables (meaning all of the choices) you have made. So you would load a save... and all the choices you made would be gone. Which for a game like this, kind of utterly breaks it. So in place on that Continue option might be... something extra when you finish the game. Just a little thing. We'll see. I will likely have to adopt a "what choices did you make" start to any future episode(s). While it is not ideal, it just cannot be done any other way. The "What if?" prototype for LiS and of course Life is Strange 2 (for the one "big" choice) actually did this too, so it's not a huge deal to me since it was good enough for them and will suffice.

    For the dialogue trees... It's simply a case of there being a lot of complexity to anything more than two choices in how that stuff is programmed within GB Studio. If it could be done naturally or if it was a branch that essentially led to the same outcome, it made more sense to try to integrate dialogue from those other branches into the general conversation. I also have to manually write out all of that, which means checking using the game itself, then all of the variable/conditional variations, having the game store all of those, checking each one is stored and working, factoring in any of the rewinds... I'm one person doing this in my free time. I tried it with the Ms Grant conversation and it was headache inducingly complicated to try to "code" when one branch led to multiple others, which led to four others or more, repeatedly. There's a reason classics like Pokemon or Link's Awakening only had a couple of options. So I had to focus on the main story, because Max and Chloe's story is what I wanted to try to tell in this style. And I think simplifying it actually adds to the "Gameboy game" feel in the end too. I have tried to respect the dialogue in terms of leaving in awkward lines, phrasings, replicating weird punctuation use and things I would generally have loved to turn editor on, and only added or expanded lines where it felt there was good reason to do so.

    Practicality is the reason for any changes 99.99% of the time. GB Studio and paint.net are freely available and extremely easy to use, so if you're bothered by something or inclined to do so, there's nothing stopping you from starting as I did and having a go yourself.

    Either via emulation or other method, this is known to work on:

    Gameboy Gameboy Pocket Gameboy ColoUr GBA/GBA SP - Micro unknown. DS/DSi 3DS New 3DS Super Gameboy (and presumably the Gameboy Player on Gamecube) PSP(ieceofjunk) PS3(ieceofjunk) PocketGo Windows Linux Mint/Ubuntu/DietPi x86-64 FreeBSD Raspberry Pi (Zero, 1, 2, 3, 3B+, 4) Amiga A1200 (technically even unexpanded... if you want something nearer frames per minute than second.) ...In theory it should run on virtually any platform with a decent GB emulator. These are just the ones I've specifically tried or heard work.

    UPDATED 11/06/20

    Just a little progress update for you all. For the last few weeks, I've basically gone back and largely redone or "upgraded" the graphics for the interior of Blackwell itself. ALL of Blackwell is actually done bar a few minor tweaks. I've redone the classroom to make it more accurate in layout and more detailed, the corridors now have these exciting and imaginative things called "lockers" added (which look like Neapolitan ice cream but anyway...), along with representations of the trophy cabinet (albeit from overhead), more character placeholders for ones that were missing (all of them in fact now), and more importantly all of the interaction dialogue I can reasonably squeeze in (even random things like the vending machine or cabinet - and the RA posters), including the "second run" variants. I've tweaked the bathroom scenes (very lightly visually and in terms of the scripted event stuff) and... Well, moving on to the Blackwell grounds doing the same now.

    In short, things are looking better and "feeling" better.

    Well... Looking slightly - very slightly - less basic, anyway. ;)

    I /may/ at some point soon throw up a third, hopefully final demo, that would be cut off at the same point as the existing demo just with the revamped content. But part of me wants to maintain it as a (hopefully pleasant) surprise now. It's also a pain to have to rip out my points for jumping to various scenes and test things at this point. We'll see.

    UPDATED 27/04/2020 Just an update for everyone on how things are progressing with Life is Two Dimensional. I have been steadily working on the game in a fairly specific manner, actually quite similar to how the "leaked" build of "What if?" seemed to have done things.

    While I was a little ahead of where the current second demo ends as far as the scripting/programming of the events (conversation branches, etc) and the backgrounds goes, I decided after scripting the Kate/David confrontation scene to go ahead and try to get the "bones" of the game in place. Meaning the path of the game structure in terms of backgrounds. This screen leads to this screen leads to this screen, creating the backgrounds, plus all the collision detection, trigger points for switching between screens - all that stuff nobody should have to think about once playing.

    The Price house took a while as the layout is quite intricate and I wanted to get the scale as close as reasonably possible to the ingame house (fun fact - the garage layout inside the house in Life is Strange does not match the exterior images... In the concept art and ingame cutscenes it is set back from the front of the house, but the ingame version actually lines up with the front door.), and making sure it wasn't too awkward to move around and was recognisable to a reasonable degree... I was very pleased that I was able to get the kitchen/dining area/lounge all in as one area rather than separate screens, and still the scale holds up extremely well all things considered. Easier in 3D than when you're drawing pixels in an overhead style view and have to figure out the distances between things and vs the player sprite, trust me! ;)

    ...And the end result?

    The game is now to the point where now I can walk (event free as explained) right through the first episode locations, right up to the end point of episode 1.

    Right now I've just walked through it on an actual Gameboy to make sure nothing is broken or forgotten... but I think that this deserves note as a milestone. A "speedrun" version like this lasted roughly 40 minutes. With changes, things still to be added etc taken into account... This is an incredibly close match for an actual Life is Strange speedrun for episode 1 at about 46 minutes. Which must mean I'm doing something right with scale! Yes, there is a LOT of dialogue and event stuff, sprites, sound etc that still needs doing (again - barely touched since the second demo) to go now.

    But I can. Rather than having to create an entire "scene", then create the entire next scene background first, and on and on, I can now focus on a screen, script what needs to be done, and have the next screen ready to go into, then the next, then the next. Think of it as something like the map in Link's Awakening on the original Gameboy - I can look at it, see what location leads to what, where, and know where it is going.

    So... Yeah. No estimate for any future release right now, as I'm doing this to my own timescale, whenever I want. But it's still going. Still progressing. Still enjoying spending my time on it. It's gotten further than I actually imagined it would. I just hope I'm doing it justice!

    Take care!

    UPDATED 27/02/2020 Due to feedback, the web version has been altered slightly today. Have attempted to make who is speaking in the classroom scene more evident by having the camera center on whoever is speaking. Please note this has only been done for the earliest version of this scene, but should hopefully alleviate this issue as best as possible for now. Please do try it out and see if it helps. Thanks!

    UPDATED: More sprites, far more dialogue, and now playable up to Blackwell Academy grounds - with a few little events added in out there. There are MORE placeholder character sprites in this version from GB Studio, but most of the "main" cast is done for now. The looped music is GONE, replaced with a small title screen jingle for now - Yes, I learned some basic MIDI creation to do so. I have attempted to get in touch with the author of the music used last time, so it may return some day. Very few sounds are in. Think of this as a more "What could be" than a "What if?".

    The journal (Start) has been disabled now for this build as it /really/ just will break things.

    Getting used to figuring basic ways to implement the main rewind events or rejig them to not be quite so demanding. It DOES now store your choices for the long term behind the scenes, but rewind events are /headache inducingly complex/ to script in GB Studio. I am able to go back and polish or add to these later, but right now the time required is just insane so I'm working on ways to keep things moving and sort of simplifying to the times too. My priorities are generally;

    1 - The "bones" of the game. Max and Chloe's story/the general basic structure for progress. 2 - Events 3 - Art 4 - Sound/Music

    I hope people enjoy this updated version. There's an invisible wall preventing progress on the left side or very top level of the Blackwell grounds, but beyond that you're relatively free to explore outside, and enjoy a little bit of Brooke's drone... ;)

    I'm also fortunate to have my own flash cart now to test it out on and it definitely works well on a GB or GB SP. If anyone finds any quirks, let me know.

    The basic plan is to finish episode 1, and I would /like/ to get into episode 2 as it is my personal favourite. I am currently slightly further along than this demo - essentially all of the Blackwell grounds are in place, as is the whole outside of the dorm, and a very basic version of the dorm hallway. So I will be working on getting again the "bones" of it in place up to the parking lot scene or Chloe's room, and probably jumping back occasionally to put more of the conversation events into the Blackwell grounds. Every bit of feedback good or bad is genuinely helpful and wanted, as there's always something to learn from it!

    What do I need?

    You should be able to play through this on your very own web browser. Simply head over to;

    https://lifeis2d.itch.io/life-is-2-d

    And click within the game window.

    I want to have this to play on Windows/emulator/actual hardware/etc

    This is the DEMO 2 ROM for Life is 2D.

    https://mega.nz/#!aQpxWJiS!W5xnIuUui8l_EDLg5jco2pRXCYA_95SHJgWSQ5FIlqY

    It should work with any Gameboy emulator, on any OS or phone - or even a flash cart - and it should run on even the most terrible laptop, tablet, whatever. But for simplicity on Windows, I'd go with Kigb.

    http://kigb.emuunlim.com/kigb_win.zip

    Unzip, run the kigb.exe, load the "Life is 2D (Demo).gb" ROM from the file menu. It's that simple. When finished, the demo will return to the main menu. The continue option/save aren't implemented yet, just placeholders.

    What is Life is 2-D?

    ORIGINAL TEXT: Life is 2-D is a very early stages recreation of the original Life is Strange, attempting to transplant as much of the story and elements into an original Gameboy-compatible RPG as possible. It is intended to be also emulate the style of things like the original Pokemon Blue/Red, Link's Awakening, etc while doing so. Right now, it is a mixture of sample art assets from GB Studio, and some very basic new artwork. It is quite literally a few screens, recreating the first few minutes of the actual game, made while learning how the (very excellent and beginner friendly - and FREE!) GB Studio works, and the creation of the assets. There are differences and added "dialogue", hung together fairly loosely to serve this purpose.

    If you're expecting more than a few minutes, or professional and polished, best walk away now. ;) I am strictly an amateur, seeing if I can get something recognisable as both LiS and 90's Gameboy RPG and ultimately I want to be able to just run this on an actual Gameboy/ColoUr/GBA - which should already be possible. Hopefully, I will continue, patch this up to a higher standard, and implement more of the game. I'm doing this entirely for fun bashing things together in a few hours. Hopefully it'll raise a smile from those who remember what these things were like, if nothing else. For now, this is "Can LiS be done in this style?" - no more, no less. Enjoy or ignore this little demo/prototype - and that is all it is right now - as you see fit.

    How to play: If you've played one of these games before, you'll know how it works. If not; The "Gameboy" A button to interact with signs etc, up/down/left/right, and that's about it. I've tried to add in some hints or "flavour text" on the signs.

    Life is... two dimensional. This release dedicated to Dayeanne Hutton (Kate Marsh, Alyssa and Juliet) - CONGRATULATIONS ON THREE YEARS OF STREAMING!

    submitted by /u/FluffySorbet
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    [ALL] made a meme that i feel can be needed

    Posted: 22 Feb 2021 01:04 PM PST

    [No Spoilers] What are ways you would improve Before The Storm?

    Posted: 22 Feb 2021 12:48 PM PST

    This might just be my opinion, but I think Before The Storm was a complete let down. It barely has a plot, Chloe is the same character that she was in LIS episode 1 and we never see that character growth that shows us how a girl who mourns the loss of her father turns her into the character we know and love, it doesn't follow the continuity of the first game, it doesn't understand Chloe or her relationships with Joyce, David(ESPECIALLY DAVID) and Frank, Rachel is nothing like we expected and honestly I feel like Love Is Strange understood Rachel more. Chloe and Rachel's relationship. I feel like it should've been more about Rachel helping Chloe at her lowest, showing her that she can live again and Rachel helps Chloe through losing William, helping her deal with David and just showing Chloe to Chloe have fun, rocking out, becoming girlfriends and Chloe starting to live again and show that Chloe Price loves Rachel Amber and Rachel loves Chloe. Instead it's about Chloe helping Rachel through her family drama.

    But these are things I believe would improve Before The Storm

    • The game should have 5 episodes. The first 2 episodes focus on Chloe and Rachel's first year together. Episode 3 focuses on 2011. 4 focuses on 2012 and the final episode focuses on 2013 and Chloe's breakdown over Rachel's disappearance. Two bonus episodes "Firewalk with me and Rachel In The Dark Room" to show us Rachel's final days and the choices that led her to the Dark Room. Needless to say, those fans who were against LIS 2 would have something to look forward to cause Deck Nine would take their time with BTS in this scenario.
    • Give Chloe more of a character arc. I don't feel that Deck Nine did Chloe justice. The writers attempt to evoke empathy with Chloe feeling grief which is done via exactly one emotion- which is a very childish understanding of how loss and coping works. She had no character arc, considering she was the exact same character that we already knew in LiS Episode 1 (A bitter disaffected teenage youth with no regard for authority) so we didn't get to see Chloe evolve into the character we loved in the first game. She just already was it. The gameplay undid the narrative we were given about Chloe being a loner in that you can talk to and make friends with pretty much anybody and they all acted like they liked and were genuinely happy to see Chloe. Very rarely were there interactions with Blackwell students that ended with Chloe's presence not being welcomed, only Wells, Victoria and Nathan showed contempt for Chloe(even with Nathan that goes away when he claps for her at the play) The reason this is done is because the game wouldn't be fun if Chloe actually was a loner. The core mechanic of Life is Strange is being able to talk to people and experiment with your surroundings. A game where nobody wanted to talk to Chloe works against the core mechanic. But in making her the main character it undoes the weight of the narrative of Chloe being alone until Rachel/Max. I just strongly feel that Deck Nine did not understand Chloe as a character and did not do her justice. We should've gotten Chloe at her lowest, evolving from Max's best friend to the character we know in the first game and Rachel helping lift Chloe through the worse point of her life. Chloe and Rachel together having fun rocking out and Chloe starting to live again and show that Chloe Price loves Rachel Amber and Rachel loves Chloe. Chloe losing Rachel and showing how Chloe has to deal with Rachel missing, how she became in debt to Frank and how she got involved with Nathan and how Chloe ends up in the bathroom.
    • Actually give Chloe a transformation. The problem with BTS, is that Chloe is the same character from the first game. We don't get to see how the innocent and happy Chloe becomes the Chloe from the first game. She's just like this immediately. We should get a Batman Returns Catwoman like transformation for Chloe. Chloe's had it with David, Joyce, Blackhell and now Rachel for leaving(at the end of Episode 1). So Chloe would basically be destroying her room and tossing everything away that belonged to the old Chloe.
    • Make it very clear that David is abusive. The problem with their dynamic in BTS is that they go out of their way to make Chloe irrational for not giving David a chance. In BTS Chloe says she hates David because he calls her "girly" and the game practically implies Chloe is at fault for the conflict between Chloe and David for not accepting David's photo...what kind of abuse apologetic bullshit is that? Okay so start off by saying in her journal that "Joyce really remarried the first asshole she saw in Two Whales." because by the time of 2010 in the canon of the first game, they are already married. Have it implied in her entry about David that it's like "living Full Metal Jacket" that alone implies emotional and mental abuse if you've seen the Bootcamp scenes. Chloe in the entry would continue to say, life's been a living hell ever since David entered the picture and Joyce takes his side every time. We would get the impression that David does not understand nor does he care about Chloe's depression and grief for losing William and Max moving away. When fighting with Joyce about David, say "he keeps hitting me and you keep defending him, how do you expect me to get over dad by letting some abusive asshole take his place?" Joyce would respond with "you keep pushing him, what did you think was gonna happen" And worse, David just started the Security Officer job at Blackwell. Needless to say Chloe is not taking any of this well. So when David and Chloe go to Blackhell, he's basically ordering her around, talking down to her. Telling her "You've had two years free of having a father figure in your life. I am your father now. I've been showing you what a stable home is like, yet you keep pushing me." Chloe back talks him and it results in David smacking her. David would then say "Look what you made me do." Later in the game, Chloe would get herself expelled just to get away from David and David would berate her and call her a loser. Near the end of Episode 3 or 4, Rachel would have dinner with Chloe, Joyce and David. Rachel would see the way David treats Chloe and stands up for her girlfriend. Threatens to call the cops on David if he ever hurts her girlfriend ever again. This of course would spark down David's obsession with surveillance and his investigation into stalking Rachel, all because he wanted to save his pathetic fucking ass.
    • Make the game about Rachel helping Chloe down the worst moment of her life. Chloe's "Rachel was my angel" comment showed a lot to how Chloe loved Rachel and how much she meant to her. Chloe tells Max that Rachel entered her life when was at her absolute lowest and that it was she who helped her deal with the grief of having lost her father but the entire game is centered around Chloe being the one who is supporting Rachel as she deals with a serious family drama of her own. What Before The Storm should have been. Rachel helping lift Chloe through the worse point of her life. If Rachel had stopped Chloe from committing suicide… as was the commonly believed interpretation to what happened between Chloe and Rachel up until BtS, then Chloe's ""she was my angel" would have meant it was truly special and real. But instead they bump into each other at an illegal concert and Rachel distracted some thug who works for Damon and we spend the game finding out who Sera is in a reveal we all saw it coming and only to have Rachel taken out of the third episode where Rachel never talks to her and makes the whole thing feel pointless. What the game should have been was Rachel finding Chloe at her lowest, helping her with her grieving and dealing with David's abuse and the two planning to run away from Chloe's abusive household and Rachel's neglectful parents. Chloe and Rachel together having fun rocking out, becoming girlfriends and Chloe starting to live again and show that Chloe Price loves Rachel Amber and Rachel loves Chloe.
    • Do Chloe's past with Victoria better. A minor change, but they kind of make Chloe and Rachel look like jerks in the Victoria drugging in part 2. If you let Rachel drop out the play, you drug Victoria or back talk her out of doing the play that she was given. Also it lines up with the first game better this way. In LIS, if you choose to take the picture with Victoria in paint, when seeing said picture, Chloe will say "Boo-Yah skank! Karma's a bitch!" So I guess we can have Victoria bullying Chloe with her mean girl bullshit, Chloe fights back via backtalk, Victoria gets scared, so Victoria helps get Chloe expelled by reporting her graffiti(as is the reason she was expelled from Blackwell)
    • When Rachel goes missing, we spend the final episode looking for her. It's a very sad and tragic episode. We all know there is no hope in finding Rachel, but we still try anyway, in some hope that Rachel is still out there. So Chloe leaves up the posters, is in debt to Frank and tries to steal money from Nathan. Which leads Chloe to that faithful day in the bathroom.

    These are ways I would improve BTS, what would you do if you could?

    submitted by /u/dalekofchaos
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    [No Spoilers] Life is 2-D; EPISODE 1 NOW AVAILABLE! A (still) playable Gameboy adaptation of LiS, as a 90's era RPG

    Posted: 22 Feb 2021 06:25 AM PST

    "What if?" Life is Strange was a 2-D Gameboy RPG?

    Life is 2-D: Episode 1 for Gameboy (Playable in your web browser!)

    UPDATED 21/02/21 EPISODE 1.0 - Now Available!

    WEB BROWSER VERSION: Should work on ANY phone, tablet, PC, etc just fine

    https://lifeis2d.itch.io/life-is-2-d (And to save the inevitable: Z on keyboard = A. X = B.)​

    Actual Gameboy ROM - Runs on virtually any Gameboy emulator (as far back as the Amiga..!) but intended for actual hardware. Flash your own custom cart, use a flash cart, whatever. Works with everything from OG Gameboy through to New 3DS.

    https://mega.nz/file/DZpwVIQA#Nju07LHnAJf8BmTufon21SLoaPUDlEm-K0pbP3nCdbg

    Well. It's time for another update. I am very pleased to announce that this virtually-complete version Life is 2-D Episode 1 is now available for those who care. Those who remember the original posts might recall that the plan was to have an abbreviated and heavily cut down version of the branching conversations. Well, that kind of went out of the window so the big change for this version along with being longer is... ALL of the branching conversations are in. All actions that had consequences, have consequences here. All of the characters are basically in. Every location is in. Everything - sound aside - that I can reasonably put in, within the limits of GB Studio, is in.

    Yes, the entire first episode of the game IS complete. Start to finish, ending sequence, choices list and all. Some day, there will be Extras added, but not for a very long time if ever. I make no promises as to whether it will continue on with episode 2 - I'm just not sure yet whether I have the energy for it - and I kind of like the idea of having this out there, for free, just as the original first episode is.

    So, enjoy this adaptation for what it is. A crudely bashed together but hopefully recognisable tribute to the game - and those old Pokemon/Link's Awakening era Gameboy titles - I love so much. Undoubtedly a team or a talented person could do it better, but for someone like me with zero artistic ability or "programming" experience, this is it. Proving that anyone can pick up GB Studio and within a few hours have something like the original five screens, a few text boxes, one "Max" sprite, and a cut to a very empty classroom that I first put out. Now it's around 150-160 screens, 98% of the rewind and branching conversations with hundreds of lines of dialogue, all of the unseen connections and triggers and tracking things across the game... It's possible. I can state that for sure, because I did it myself. Rewind time to 1989, and you could play this exact thing on a Gameboy.

    GB Studio is available for free, on Windows and Mac. It includes a sample "game" that you can pick apart and learn the workings of very easily and visually, and it includes sample sprites and backgrounds that you can freely use. Other than that, any art program that can spit out a .png is the only other thing you really need.

    What do you need to run it? Nothing aside from a web browser. The ROM provided should also work with ALL ways I am aware of for emulating Gameboy titles. I've run it on everything from an unexpanded Amiga 1200 to an actual self-flashed cartridge on real hardware via a GBxCart Mini RW on my actual Gameboy. And GB Pocket, ColoUr, Advance, DS, 3DS...

    ​A .gb ROM link will be provided Monday 22nd too. If you do happen to find anything that breaks within the game, let me know and if it can be reproduced it'll be fixed. Other than that... Have fun!

    This project is released for free and should always be available as such. I neither ask for nor would accept any donations of any kind, and have not nor do I wish to make any money etc from it - as I say, I did this as a technical exercise and proof of concept, and just trying it would be thanks enough for me. I make no claim to copyright, and will honour any valid, verifiable DMCA requests. Please make any such contact via twitter.com/lifeis2d.

    UPDATED 16/06/20 DEMO 3 - BLACKWELL VISUAL REFRESH!

    (18/06/20 - Tiny change to fix a colour issue, RA heart on desk added. That's it. Rest of the bigger refresh follows...)

    So to celebrate Dayeanne Hutton, VA for Kate, Alyssa and Juliet, reaching THREE YEARS on twitch as of Tuesday 16th with her first 24 hour stream, here's a THIRD (see what I did there?) slightly newer demo for you all to enjoy, or deride, or break as you wish. If you enjoy it, or wish to berate me, you can find us over on twitch.tv/dayebraham_lincoln from 11am Pacific (which I think is 7 or 8pm UK).

    As I don't ask for donations for working on this, I would instead like to suggest anyone inclined to do so show appreciation by dropping by and giving her a follow or a sub - thanks! Life is 2-D most certainly would not exist without her streams, and this third demo certainly wouldn't be out today. A Gameboy ROM will appear at some point tomorrow as usual.

    The first few screens haven't really changed so don't be surprised by that... Although white noise stormy/rain/wind audio is in place. (Yay?) This is more or less the same exact demo in terms of where it plays up to, BUT...

    Blackwell has been very much upgraded visually as the class and corridors go, and with more of the interactions in place like the RA posters, and more of the spots from the original game if you know where they are. And then I redid the classroom graphics a couple of hours ago. Obviously, that was a great idea having x variations that needed to be replaced ingame. There's an awkward camera change on Victoria leaving her desk on the todo list - ambition > time.

    As always, the new demo can be found at;

    https://lifeis2d.itch.io/life-is-2-d

    And as ever I am always happy to answer any question or comment!

    TO KNOW;

    Almost all of the characters are still in GB Studio sprite placeholder form - Max, Chloe, Kate, Jefferson, David and Nathan are mainly done though.

    Anything outside of Blackwell is VERY much "work in progress" (literally I am working on upgrading this area right now, some of which is in place and some clearly isn't) - interactions for most characters are missing, Justin and friends aren't in, interactions are unfinished etc. This will probably be the final demo just as these are getting very time consuming to branch off and produce at this point, and I do want to maintain some "new" for people to experience of it.

    SPONTANEOUS OUTBURST OF NERD TALK: (Random notes from working on it)

    Why is (blank) not included/changed? Generally for one of three reasons - For example, technical limitation with how the Gameboy displays graphics means there is a limit on how much detail a particular scene/background can feature (one big casualty to me being the flag in Chloe's room - it would've just cost so much in detail that much as it killed me, it just wasn't practical to get in there), though I tried to keep the "essentials" in. Or there being a maximum number of characters and animation frames (nine "actors") you can have per scene. Or you might notice a lack of chairs in the game. Turns out on a Gameboy screen, you really don't want things like that as they become an obstacle that makes just walking around very annoying - take them out, improve playability.

    The main casualty though is... SAVING IS JUST NOT POSSIBLE. Although this does make it more authentically "must be finished in one go" to the era, it's actually more technical. GB Studio does allow saving. The problem is, it does not save the state of all the variables (meaning all of the choices) you have made. So you would load a save... and all the choices you made would be gone. Which for a game like this, kind of utterly breaks it. So in place on that Continue option might be... something extra when you finish the game. Just a little thing. We'll see. I will likely have to adopt a "what choices did you make" start to any future episode(s). While it is not ideal, it just cannot be done any other way. The "What if?" prototype for LiS and of course Life is Strange 2 (for the one "big" choice) actually did this too, so it's not a huge deal to me since it was good enough for them and will suffice.

    For the dialogue trees... It's simply a case of there being a lot of complexity to anything more than two choices in how that stuff is programmed within GB Studio. If it could be done naturally or if it was a branch that essentially led to the same outcome, it made more sense to try to integrate dialogue from those other branches into the general conversation. I also have to manually write out all of that, which means checking using the game itself, then all of the variable/conditional variations, having the game store all of those, checking each one is stored and working, factoring in any of the rewinds... I'm one person doing this in my free time. I tried it with the Ms Grant conversation and it was headache inducingly complicated to try to "code" when one branch led to multiple others, which led to four others or more, repeatedly. There's a reason classics like Pokemon or Link's Awakening only had a couple of options. So I had to focus on the main story, because Max and Chloe's story is what I wanted to try to tell in this style. And I think simplifying it actually adds to the "Gameboy game" feel in the end too. I have tried to respect the dialogue in terms of leaving in awkward lines, phrasings, replicating weird punctuation use and things I would generally have loved to turn editor on, and only added or expanded lines where it felt there was good reason to do so.

    Practicality is the reason for any changes 99.99% of the time. GB Studio and paint.net are freely available and extremely easy to use, so if you're bothered by something or inclined to do so, there's nothing stopping you from starting as I did and having a go yourself.

    Either via emulation or other method, this is known to work on:

    Gameboy Gameboy Pocket Gameboy ColoUr GBA/GBA SP - Micro unknown. DS/DSi 3DS New 3DS Super Gameboy (and presumably the Gameboy Player on Gamecube) PSP(ieceofjunk) PS3(ieceofjunk) PocketGo Windows Linux Mint/Ubuntu/DietPi x86-64 FreeBSD Raspberry Pi (Zero, 1, 2, 3, 3B+, 4) Amiga A1200 (technically even unexpanded... if you want something nearer frames per minute than second.) ...In theory it should run on virtually any platform with a decent GB emulator. These are just the ones I've specifically tried or heard work.

    UPDATED 11/06/20

    Just a little progress update for you all. For the last few weeks, I've basically gone back and largely redone or "upgraded" the graphics for the interior of Blackwell itself. ALL of Blackwell is actually done bar a few minor tweaks. I've redone the classroom to make it more accurate in layout and more detailed, the corridors now have these exciting and imaginative things called "lockers" added (which look like Neapolitan ice cream but anyway...), along with representations of the trophy cabinet (albeit from overhead), more character placeholders for ones that were missing (all of them in fact now), and more importantly all of the interaction dialogue I can reasonably squeeze in (even random things like the vending machine or cabinet - and the RA posters), including the "second run" variants. I've tweaked the bathroom scenes (very lightly visually and in terms of the scripted event stuff) and... Well, moving on to the Blackwell grounds doing the same now.

    In short, things are looking better and "feeling" better.

    Well... Looking slightly - very slightly - less basic, anyway. ;)

    I /may/ at some point soon throw up a third, hopefully final demo, that would be cut off at the same point as the existing demo just with the revamped content. But part of me wants to maintain it as a (hopefully pleasant) surprise now. It's also a pain to have to rip out my points for jumping to various scenes and test things at this point. We'll see.

    UPDATED 27/04/2020 Just an update for everyone on how things are progressing with Life is Two Dimensional. I have been steadily working on the game in a fairly specific manner, actually quite similar to how the "leaked" build of "What if?" seemed to have done things.

    While I was a little ahead of where the current second demo ends as far as the scripting/programming of the events (conversation branches, etc) and the backgrounds goes, I decided after scripting the Kate/David confrontation scene to go ahead and try to get the "bones" of the game in place. Meaning the path of the game structure in terms of backgrounds. This screen leads to this screen leads to this screen, creating the backgrounds, plus all the collision detection, trigger points for switching between screens - all that stuff nobody should have to think about once playing.

    The Price house took a while as the layout is quite intricate and I wanted to get the scale as close as reasonably possible to the ingame house (fun fact - the garage layout inside the house in Life is Strange does not match the exterior images... In the concept art and ingame cutscenes it is set back from the front of the house, but the ingame version actually lines up with the front door.), and making sure it wasn't too awkward to move around and was recognisable to a reasonable degree... I was very pleased that I was able to get the kitchen/dining area/lounge all in as one area rather than separate screens, and still the scale holds up extremely well all things considered. Easier in 3D than when you're drawing pixels in an overhead style view and have to figure out the distances between things and vs the player sprite, trust me! ;)

    ...And the end result?

    The game is now to the point where now I can walk (event free as explained) right through the first episode locations, right up to the end point of episode 1.

    Right now I've just walked through it on an actual Gameboy to make sure nothing is broken or forgotten... but I think that this deserves note as a milestone. A "speedrun" version like this lasted roughly 40 minutes. With changes, things still to be added etc taken into account... This is an incredibly close match for an actual Life is Strange speedrun for episode 1 at about 46 minutes. Which must mean I'm doing something right with scale! Yes, there is a LOT of dialogue and event stuff, sprites, sound etc that still needs doing (again - barely touched since the second demo) to go now.

    But I can. Rather than having to create an entire "scene", then create the entire next scene background first, and on and on, I can now focus on a screen, script what needs to be done, and have the next screen ready to go into, then the next, then the next. Think of it as something like the map in Link's Awakening on the original Gameboy - I can look at it, see what location leads to what, where, and know where it is going.

    So... Yeah. No estimate for any future release right now, as I'm doing this to my own timescale, whenever I want. But it's still going. Still progressing. Still enjoying spending my time on it. It's gotten further than I actually imagined it would. I just hope I'm doing it justice!

    Take care!

    UPDATED 27/02/2020 Due to feedback, the web version has been altered slightly today. Have attempted to make who is speaking in the classroom scene more evident by having the camera center on whoever is speaking. Please note this has only been done for the earliest version of this scene, but should hopefully alleviate this issue as best as possible for now. Please do try it out and see if it helps. Thanks!

    UPDATED: More sprites, far more dialogue, and now playable up to Blackwell Academy grounds - with a few little events added in out there. There are MORE placeholder character sprites in this version from GB Studio, but most of the "main" cast is done for now. The looped music is GONE, replaced with a small title screen jingle for now - Yes, I learned some basic MIDI creation to do so. I have attempted to get in touch with the author of the music used last time, so it may return some day. Very few sounds are in. Think of this as a more "What could be" than a "What if?".

    The journal (Start) has been disabled now for this build as it /really/ just will break things.

    Getting used to figuring basic ways to implement the main rewind events or rejig them to not be quite so demanding. It DOES now store your choices for the long term behind the scenes, but rewind events are /headache inducingly complex/ to script in GB Studio. I am able to go back and polish or add to these later, but right now the time required is just insane so I'm working on ways to keep things moving and sort of simplifying to the times too. My priorities are generally;

    1 - The "bones" of the game. Max and Chloe's story/the general basic structure for progress. 2 - Events 3 - Art 4 - Sound/Music

    I hope people enjoy this updated version. There's an invisible wall preventing progress on the left side or very top level of the Blackwell grounds, but beyond that you're relatively free to explore outside, and enjoy a little bit of Brooke's drone... ;)

    I'm also fortunate to have my own flash cart now to test it out on and it definitely works well on a GB or GB SP. If anyone finds any quirks, let me know.

    The basic plan is to finish episode 1, and I would /like/ to get into episode 2 as it is my personal favourite. I am currently slightly further along than this demo - essentially all of the Blackwell grounds are in place, as is the whole outside of the dorm, and a very basic version of the dorm hallway. So I will be working on getting again the "bones" of it in place up to the parking lot scene or Chloe's room, and probably jumping back occasionally to put more of the conversation events into the Blackwell grounds. Every bit of feedback good or bad is genuinely helpful and wanted, as there's always something to learn from it!

    What do I need?

    You should be able to play through this on your very own web browser. Simply head over to;

    https://lifeis2d.itch.io/life-is-2-d

    And click within the game window.

    I want to have this to play on Windows/emulator/actual hardware/etc

    This is the DEMO 2 ROM for Life is 2D.

    https://mega.nz/#!aQpxWJiS!W5xnIuUui8l_EDLg5jco2pRXCYA_95SHJgWSQ5FIlqY

    It should work with any Gameboy emulator, on any OS or phone - or even a flash cart - and it should run on even the most terrible laptop, tablet, whatever. But for simplicity on Windows, I'd go with Kigb.

    http://kigb.emuunlim.com/kigb_win.zip

    Unzip, run the kigb.exe, load the "Life is 2D (Demo).gb" ROM from the file menu. It's that simple. When finished, the demo will return to the main menu. The continue option/save aren't implemented yet, just placeholders.

    What is Life is 2-D?

    ORIGINAL TEXT: Life is 2-D is a very early stages recreation of the original Life is Strange, attempting to transplant as much of the story and elements into an original Gameboy-compatible RPG as possible. It is intended to be also emulate the style of things like the original Pokemon Blue/Red, Link's Awakening, etc while doing so. Right now, it is a mixture of sample art assets from GB Studio, and some very basic new artwork. It is quite literally a few screens, recreating the first few minutes of the actual game, made while learning how the (very excellent and beginner friendly - and FREE!) GB Studio works, and the creation of the assets. There are differences and added "dialogue", hung together fairly loosely to serve this purpose.

    If you're expecting more than a few minutes, or professional and polished, best walk away now. ;) I am strictly an amateur, seeing if I can get something recognisable as both LiS and 90's Gameboy RPG and ultimately I want to be able to just run this on an actual Gameboy/ColoUr/GBA - which should already be possible. Hopefully, I will continue, patch this up to a higher standard, and implement more of the game. I'm doing this entirely for fun bashing things together in a few hours. Hopefully it'll raise a smile from those who remember what these things were like, if nothing else. For now, this is "Can LiS be done in this style?" - no more, no less. Enjoy or ignore this little demo/prototype - and that is all it is right now - as you see fit.

    How to play: If you've played one of these games before, you'll know how it works. If not; The "Gameboy" A button to interact with signs etc, up/down/left/right, and that's about it. I've tried to add in some hints or "flavour text" on the signs.

    Life is... two dimensional. This release dedicated to Dayeanne Hutton (Kate Marsh, Alyssa and Juliet) - CONGRATULATIONS ON THREE YEARS OF STREAMING!

    submitted by /u/FluffySorbet
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    [ALL] best soundtrack?

    Posted: 22 Feb 2021 11:35 AM PST

    Which game had the best soundtrack?

    View Poll

    submitted by /u/bubimester
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    [NO SPOILERS] A little upgrade of my guitar, also a tiny Polaroid :3 (by kiska_adventures)

    Posted: 21 Feb 2021 11:20 PM PST

    [NO SPOILERS] Your ranking of Life Is Strange OC’s?

    Posted: 22 Feb 2021 12:52 PM PST

    Here are mine:

    1. Sloane Black (duh)
    2. James Mackintosh (Life Is Strange - the other perspective)
    3. Ellie Chase (family Chase series)
    4. Jake (Escaping the Light)
    5. Kat (Sleeping Dogs)
    6. Destiny Price (The Only)
    7. Maddie Chase (Family Chase)
    8. Erin (Sleeping Dogs)
    9. Mathilda Thorne (Moon And Me)

    P:S: my OC Hannah is not on the list because bias. But still, Slone will always win, because of care and amazing writing put into her.

    I never read much fics with OC's, but some of them are def noteworthy and have good writing. Now interested in seeing your numbered ranking of all LIS OC's you've encountered.

    Thank you in advance!

    ;)

    submitted by /u/Olya_roo
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    [NO SPOILERS] "Your dark sense of humour reminds me a lot of Nathan's. Actually, the two of you are really similar" - Doodle by me.

    Posted: 22 Feb 2021 01:51 AM PST

    [no spoilers] This is the best fan art of chloe out there! It's amazing. Here's the link to the deviant art page of this; it's made by someone called merkerinn https://www.deviantart.com/merkerinn/art/Chloe-732953057

    Posted: 21 Feb 2021 04:33 PM PST

    [All] Amazing artwork of Max and Chloe (upcoming fic by Clarx) by NikoDere

    Posted: 21 Feb 2021 06:06 PM PST

    [ALL] Life is Among Us: Life is Strange Cast & Dev play Among Us! UNEDITED/FULL STREAM from Dayeanne Hutton's channel

    Posted: 21 Feb 2021 08:47 PM PST

    [ALL] Who Would Win In A Fight Max Or Daniel

    Posted: 22 Feb 2021 11:01 AM PST

    I Think Max Would Win In A Fight

    View Poll

    submitted by /u/Zionwilsion
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    [S1] You know what is weird? When you realise that people out there have more sympathy for someone like Darth Vader - a literal mass murderer who choked and abused his own wife, tortured his kids and killed hundreds of surviving Jedi, over an abused, mentally ill teen...

    Posted: 22 Feb 2021 02:16 PM PST

    Like yes, Nathan did some shit, and deserves punishment for all the horrible things he did...

    But, the same people who hate on Nathan and wish him all kinds of death, most time glamorize and sympathise with villains like Vader, Loki, Thanos and Joker (not the 2019 movie version).

    For the comparison -

    Nathan's crimes:

    1. Killing Chloe (was an accident, but still counts. That was horrible)
    2. Assisting Jeffershit in his crimes
    3. Assaulting Max and Warren
    4. Selling drugs to underage people
    5. Drugging people without consent (two 100% confirmed victims - Chloe Price and Kate Marsh)
    6. Threatening people with a gun
    7. Hides the true culprit

    All the while being mentally ill. Nathan was ultimately killed (because Bae ending), and never got the help he needed.

    Also - Rachel's death is not here because no proof that Nathan actually did that. Jeffershit could have lied to Max, he could lie - he said that it was Nathan who shot Chloe at the end of Episode 4, but it was clear that Max saw who that was.

    So, I think he was lying.

    Darth Vader's crimes:

    1. Killing the sand people
    2. Committing 1000+ war crimes, endangering lives of millions
    3. Beating a high end person
    4. Emotionally abuses his wife
    5. Betrays the Jedi
    6. Kills the Younglings
    7. Kills Mace Windu (+ the Jedi at the background in the Temple thing)
    8. Directly causes his pregnant wives death by choking her in anger
    9. Becomes a literal Himler (Hitler's right hand man)
    10. Kills hundreds upon hundreds of the remaining runaway/escaped Jedi
    11. Oppresses whole ass planets
    12. Trains a killing machine that became another threat to the Galaxy
    13. Mentally tortures his own fucking daughter
    14. Doesn't hesitate in blowing up Alderaan
    15. Chops his own sons arm
    16. Blows Death Star with 5 million people on it

    (AND THAT'S NOT EVEN HALFWAY DONE!)

    Vader's conclusion - gets a "happy" afterlife as a Force Ghost.

    Nathan is a mentally ill teen who was craving for help and did unforgivable shit. But he needs help, therapy and love, that he never received. He is really similar to Anakin, and I even like them both (yes, l love Anakin more, but that's not the point).

    The only one difference is that Vader, who did FAR worse things id ended up being one of the most beloved characters in the whole SW franchise, while Nathan was mixed with dirt.

    Yes, Nathan is a regular "rich white boy" as people love to say. But, there is much, much more in him.

    And, seriously? People find sympathy for someone like Thanos (dope villain, still a piece of shit though) but can't understand or at least leave alone a broken, mentally ill teen with life straight from hell?

    The boy whose father was probably beating him, deprived him of therapy, neglected and literally gifted to a serial killer psychopath, the boy whose loving sister left, leaving him with no one, the boy who was mentally abused by that serial killer who he trusted and, and ultimately, the boy who was killed by the one who he trusted the most, deserves no sympathy?

    Yeah, sorry. Have to go ;(

    submitted by /u/Olya_roo
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    [BtS] Heres a cover of Skips demo of his band Pissheads song, Chemical Problem.

    Posted: 22 Feb 2021 06:22 AM PST

    [ALL] BtS’s vs Farewell’s inconsistencies

    Posted: 22 Feb 2021 07:52 AM PST

    Most people criticize BtS for its inconsistencies that are actually so minor that it actually doesn't affect the original story in any way (some even go as far as to refuse to accept them as canon), but then they go and praise the bonus episode Farewell... despite it having its own set of inconsistencies. It's also important to note that D9 has responded to these inconsistencies and explained how they still make sense.

    So now I'm just wondering, why do most people in this sub hate BtS but then love Farewell if inconsistency is what mainly bugs people?

    submitted by /u/Zeroprofessional
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    [ALL]Does anybody have a full-body Rachel or Chloe transparent pic? I need one

    Posted: 21 Feb 2021 08:44 PM PST

    I'm tryna make a background for my phone and I can't find any good pics of either of them and don't really have the time/patience to go through the whole wiping out the background thing

    submitted by /u/Greedo69
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    [NO SPOILERS] Just got LIS-2 on Steam for $11 via Green Man Gaming

    Posted: 21 Feb 2021 04:02 PM PST

    I only learned about LIS a few months ago. I played LIS and LIS-BTS on my iPad, but LIS-2 was not available that way, and I did not want to spend $32 on Steam. But I just purchased it via Green Man Gaming for $10.88.

    So psyched!

    submitted by /u/Ever-Hopeful-Me
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