Why The Life Is Strange Ending Wasn't Tied To In-Game Choices, According To The Dev
In a recent interview with Eurogamer, Life Is Strange developer Dontnod Entertainment had a lengthy conversation about the entirety of the game, including the highly-emotional and controversial ending. But Dontnod revealed why exactly they chose to make the ending the way it was.
Ending spoilers ahead.
At the ending of Life Is Strange, players were given two choices. They could either save the town and sacrifice Chloe’s life, or they could save Chloe and sacrifice the town against the ravaging and impending storm. What made this ending to Life Is Strange so controversial was the fact that none of the decisions you made previously in the game affected the outcome of the ending. This isn’t true in other storytelling games like Beyond: Two Souls and Until Dawn. In these games, the outcome of the story in the end was directly connected to the choices the player made in-game. But in Life Is Strange, this was not the case.
Dontnod Entertainment sat down with Eurogamer to discuss things like the story in Life Is Strange and brought up the ending that left a hole in so many players’ hearts. In response to the creation of the ending, Life Is Strange writer Jean-Luc Cano said,
Cano is talking about the “consequences” of making the wrong decision in a game like Until Dawn where inevitably, it gets one of the characters killed. But he went on to say,
So rather than have all of the decisions melt down into one final ending, they wanted to put the player into an uncomfortable position to make a seemingly impossible decision. And that’s just it: sometimes life is about making those difficult decisions. While the ending of the game has no real wrong answer, the in-game choices do still affect the gameplay. I’ve had many people describe in-game events to me that I never experienced. So in Life Is Strange, don’t ever think that your choices don’t matter, because they do, more than you know. But while the in-game choices were probably made in a matter of minutes, I spent almost a half hour struggling with the fact that I had spent the entirety of the game trying to save Chloe and now here I was deciding whether or not to give her up. It was beautiful in a way, tragically beautiful.
A sequel to the episodic time-travel adventure has been confirmed, but no release date has been announced yet. But I’m not sure anything can top an ending quite like that—it’ll at least be pretty difficult.
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