(Square Enix, 2022)
Digital literature has evolved as a format of storytelling to encompass interactive and multimedia formats where narrative and technology can combine to create engaging stories. Digital literature explores narratives that are interactive, participatory and facilitate role-play (Miller, 2019). The video game, Life is Strange: Remastered Collection is an episodic narrative-driven game which can be catagorised in this way. This format blurs the role of the audience as both reader and player. The player is placed inside the world where the story unfolds and invites them to interact and make decisions which shape the outcomes of the narrative to some extent. With a blend of branching dialogue, cinematic visuals and a signature time-rewind mechanic, Life is Strange challenges the rules of storytelling and highlights the potential of video games as a form of digital literature.
Life is Strange was originally released in 2015 however the game developers at Square Enix and Deck Nine released a remastered version in 2022. This remaster helped to bring the graphics and textures up to date with the current technological advancements. The game has a strong fanbase and as such this remaster was not about changing the story but rather updating the presentation so that the game could remain relevant, immersive and accessible in the current gaming landscape. It also allowed for a cohesive collection with the subsequent games in the series.
The game’s emotional storytelling is a major strength. The strong character development helps to address the complex themes of friendship, identity and loss. The game is presented in a beautiful hand-painted art style that places emphasis on expressive facial animations and is enhanced with a beautiful score written by Jonathan Morali. The atmospheric compositions complement the game’s emotional narrative and themes. These in depth elements create an immersive atmosphere that enhances the emotional weight of the narrative and draws players into the world of Arcadia Bay.
One of the key elements that drives this as a piece of digital literature is the ability to make choices within the game play. An example of this is explored early in the game where the protagonist, Max, is exposed to a situation where a character is bullying another character. The player can choose to intervene or allow the bully to continue. The choice impacts the relationship between Max and these other characters for the remainder of the game. A unique feature within Life is Strange, is the implementation of a time-rewind mechanic. This allows players to experiment with different choices and see the consequences unfold, deepening their engagement.
Cut scenes are another storytelling element that add strength to this narrative format. The use of cutscenes allows the game to transition seamlessly from game play into cinematic sequences which depict critical story elements of the plot. This feature can be used to, ‘explain the passage of time, changes of setting, or the introduction of new characters’ (Alexander, 2011). In the narrative of the game, cut scenes are used early in chapter one to discover the ability to rewind time during a confrontation in the bathroom where Max witnesses a friend’s death. The cinematic cut scene allows the time to be rewound and the secondary character to be saved in that moment.
The game does have some weaknesses within the context of digital literature. Whilst there is a lot of autonomy over the game play through decision making processes, there are still fixed events and a linear story which progresses through chapters. For example key story elements such as major character deaths, and progression through chapters are fixed. The branching narrative style creates a sense of agency over choices but they often return to a closed ending that is linear and static. A truly immersive piece of digital literature would perhaps use the choices to definitively alter the endings of the game.
Life is Strange demonstrates the capabilities of video games as a form of digital literature by blending storytelling, player agency and multimedia design. The narrative encourages deep emotional connection as players build the character development with their own participation in game play. The combination of rich narrative, atmospheric music, beautiful visuals and a branching narrative structure create an immersive world that players can connect with. The game not only entertains but also highlights how interactive media can explore narrative in a way that traditional texts cannot.
References
Alexander, B. (2011). The new digital storytelling: Creating narratives with new media. ABC-CLIO. https://ebookcentral.proquest.com/lib/csuau/reader.action?docID=678297&ppg=20
Deck Nine, & Square Enix. (2022). Life is Strange: Remastered Collection [Video game]. Square Enix.
Miller, C. H. (2019). Digital storytelling: A creator’s guide to interactive entertainment. Taylor & Francis Group.
Square Enix (Publisher). (2022, February 1). Official launch trailer – Life is Strange: Remastered Collection [PEGI] [Video]. YouTube. https://www.youtube.com/watch?v=L5S8-7xCaTI&list=TLGGNGAPOFBuBEwyNTA4MjAyNQ
