![]() ![]() There’s a lot of things we care about.” Cassidy, center, is a potential romance interest for Sean in “Life is Strange 2.” (Square Enix) We see the rise of far-right governments in Europe. Our world and society is getting intolerant. We know that the game takes place in the real world. “We wanted to use four years of our lives to make something meaningful. ![]() “Making a game takes quite a long time,” he said. These moments are tough to experience and it should be a way to elicit empathy from players.įor Koch, it’s a topic the Paris-based team had to breach and handle with caution. The protagonists faces a gantlet of misfortunes as Diaz is accused of crimes and is attacked because of his looks and heritage. “Life is Strange 2” can be tough to play sometimes as players put themselves in the shoes of Sean Diaz. “Life is Strange 2” stretches out the tale across different locales in the West and lasts over a year. It’s a different game from the original, which was centralized to Arcadia Bay and took place over a week. The siblings run into the dark side of American society, feeling the sting of racism, engaging in the illegal pot farm trade and dealing with religious fanaticism. That takes the two on a sprawling journey through the West. The siblings escape and end up on the lam with a plan to ultimately go to their father’s hometown of Puerto Lobos, Mexico. The trauma leads the younger Diaz to manifest a telekinetic power and it kills an officer. That led them to story about Sean and Daniel Diaz, two brothers from Seattle who have their life torn asunder when a small fracas with neighbor escalates into their father being shot by police. A major theme in “Life is Strange 2” is education as Sean must teach his brother, Daniel, left, how to survive within society or outside of it. They said that a “Life is Strange” game is about relatable characters, social themes, everyday problems and a little bit of the supernatural. That led him, Michel Koch, Raoul Barbet and the rest of the team to look at the DNA of the series. “We didn’t want to do the same game another time,” writer Jean-Luc Cano said. That led Square Enix, the owner of the property, to push for a sequel. What they didn’t anticipate was the success and enormous fan response. When Dontnod created the game, the developers imagined it as a standalone project, a one-off. “Life is Strange” was never supposed to have a sequel. ![]()
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